Newsgroup: it.comp.hardware.video-3d
Titolo: Rendering Radiosity in tempo reale!

http://news.teamxbox.com/xbox/11322/Geomerics-Announces-RealTime-Radiosity-Technology/
Geomerics unveiled today the first glimpse of their revolutionary new
technology allowing real-time radiosity in videogames utilizing standard
graphics processing hardware.
Radiosity, fully modeling the subtle effects arising from the
inter-reflections of light between surfaces, dominates many real-world
situations: shadows in exterior scenes are filled in by light reflecting
from bright areas; the 'mood' of a room is heavily influenced by the colours
of the walls, a red wall makes the room feel warm and welcoming, a blue wall
makes it feel cold and menacing. Current state-of-the-art lighting
technology used in games involves either pre-computing the entire global
illumination off-line or assuming there are no inter-reflections and
computing only the direct effects of lights on what they are illuminating.
Pre-computing the lighting results in lighting environments that cannot be
altered. Considering only direct illumination results in 'flat' unrealistic
scenes; if a torch is shone on a wall in a game only the wall is lit whereas
in reality the reflected light from this wall will reveal much more of the
environment.
With Geomerics' dynamic radiosity solution the full lighting, including
inter-reflections, is updated in real-time providing significantly greater
realism and impact. Until now such effects were considered well beyond the
reach of real-time techniques.
Geomerics has applied its core technology, based around geometric algebra,
to produce this radical new radiosity solution. The solution is real time,
achieving frame rates of up to 100Hz on common graphics hardware, and allows
for fully dynamic lighting including point spot-lights, area lights,
texture-based lighting, glowing objects and the projection of video onto
geometry. The full indirect lighting calculation includes the soft-shadows
that characterise real-world scenes. Geomerics' technology also integrates
smoothly with classic techniques such as normal and gloss mapping, and fully
supports HDR (high dynamic range) lighting effects.
In addition to all this, Geomerics' technique is a so-called 'infinite
bounce' solution; surfaces which themselves are illuminated indirectly can
illuminate other surfaces. This leads to impressive effects, for example if
one end of a white corridor is lit strongly then the light bounces around
the corridor eventually emerging at the other end.
Chris Doran, CEO and founder of Geomerics commented, "This revolutionary
lighting technique is another demonstration of the amazing potential of
Geomerics' technology and our unique approach to games middleware and
technology licensing. Geometric algebra provides opportunities for totally
new solutions in a huge range of games problems, from lighting to path
physics and beyond."
Julian Davis, CTO, further commented, "I have been amazed by the impact of
this technique. When we switch on our radiosity pass the scene is
transformed. Real-time radiosity is the holy grail of lighting models, and I
am truly excited by what the top developers will be able to do with it."
Demo
http://xboxmovies.teamxbox.com/xbox-360/3327/Geomerics-Radiosity-Demo/


Stento a crederci che sia in realtime :-o

 graphics processing hardware.
Si sa già qualche titolo e piattaforma che userà questa tecnologia?
-- 
Ciao mine
http://metropolis.blogs.com/
BMW 120d Attiva driver 

 Si sa già qualche titolo e piattaforma che userà questa tecnologia?
prematuro, per la piattaforma il fatto che  sia stato presentato su teamxbox 
farebbe ben sperare per il 360 e le dx10
vedremo
a sto punto dal prossimo xbox720 o come si chiamerà, mi aspetto che 
accelleri in hardware il radiosity con gpu apposite...