Hi all....
So, some news, a paper from Tim Purcell implementing photon mapping on the
GPU; pretty
interesting but its not yet practical (i.e. photon splatting is comparable
in results albeit simpler),
let's hope that next generation of GPUs will prove even more versatile
allowing cleaner
implementations (is random access to memory still so far to come?).
Also some new stuff from the Saarbrücken guys on interactive GI through
clusters of PCs
("A scalable approach to global illumination" where they further optimize
the previous InstantGI
system, and "Interactive GI in complex and highly occluded
environments"adressing
large unimportant lightsource counts).
Some time ago the demo Still Sucking Nature was also released, see
www.realstorm.de.
Lastly, for those who missed it, there was last year's EG STAR: Damez,
Dmitriev & Myszkowski:
"Global illumination for interactive applications and high-quality animations".
There's plenty of good implementations around, but no radically new
approaches to GI, how
comes? Even some old well known methods didnt receive imho enough
analytical attention yet...
Any thoughts?
\ Piero