Re: [CsMain] [gsoc-2011] Cascading Light Propagation Volumes

Andrei-Teodor RADU <[email protected]>
Newsgroups gmane.comp.graphics.crystalspace.general
Message-ID <E2A0615E8E9C5341B500871BADDF66F9B09A76@AMSPRD0102MB049.eurprd01.prod.exchangelabs.com>
Hi Christian,
I'm familiar with SSDO for some time (someone on this list showed me that paper when I proposed SSAO last year). 
What I suggested is a slightly 'rounder' solution to the GI problem, as it covers a greater range of phenomena(like
area lights or glossy reflections). Plus, the two techniques are somewhat complementary(SSAO/SSDO deal with 
high frequency illumination, while LPV work well with lower frequency lighting conditions). CryEngine, for example
uses SSAO _and_ LPV. And from the tests I've seen(though not necessarily relevant to CS), LPV is faster than adding
one bounce indirect illumination to SSDO.
Thanks a lot for the insight.
Andrei

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