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Tech Forums => 3D-Tech News Around The Web => Topic started by: Stefan on September 17, 2009, 12:39:36 AM

Title: Deferred Global Illumination using OpenGL 3.2
Post by: Stefan on September 17, 2009, 12:39:36 AM
Quote
I started new GI renderer, using OpenGL 3.2. I create multiple point lights to simulate GI, and use deferred shading to render them. With nv_explicit_multisample, I have real antialiasing (not edge-blur-filter).
http://dabroz.scythe.pl/2009/09/15/deferred-global-illumination
Link to demo: http://dabroz.scythe.pl/upload/2009/09/multisampled.rar (compatible with 190.57 nvidia drivers).

I've also posted explicit_multisample tutorial:
http://dabroz.scythe.pl/2009/09/16/explicit-multisample-real-antialiasing-in-deferred-shading

[via] (http://www.gamedev.net/community/forums/topic.asp?topic_id=547572)