Aegis Radiosity Lighting Results!
Our Aegis results use a 1:1 for patch to polygon, so for every polygon in the scene there exists a patch that it belongs to. In future versions we will look to investigate subdivision of polygons on the fly so your scene does not have to contain as many polygons which will help in your final render.
Our first set of images demonstrate the lighting coming in from the windows onto some pillars.
The first image is a display of a room of 350 polygons that was rendered using our local lighting solution. Using a white light outside the room.
The following three renders are using using radiosity lighting. The first is a low poly room of 350 polygons/patches which are equivalent to the above render. The second is using 9,128 polygon/patches and the thrid is using just over 75,008 polygons/patches. For the radiosity lighting all patches reflect back the same amount of light that they recieve, and there is a light that has a radius of 50 and a light value of RGB=1,1,1 outside the windows on the left.
Our second set of images is the camera looking towards the windows and using a blue light to illumate the room.
The first image is a display of a room of 350 polygons that was rendered using our local lighting solution. Using a blue light outside the room.
The following three renders are using using radiosity lighting. The first is a low poly room of 350 polygons/patches which are equivalent to the above render. The second is using 9,128 polygon/patches and the thrid is using just over 75,008 polygons/patches. For the radiosity lighting all patches reflect back the same amount of light that they recieve, and there is a light that has a radius of 50 and a light value of RGB=.1,.1,.6 directly outside the windows.
Our third and final set of images is the camera looking towards the windows again but this time using a yellowish light to illumate the room.
The first image is a display of a room of 350 polygons that was rendered using our local lighting solution. Using a yellowish light outside the room.
The following three renders are using using radiosity lighting. The first is a low poly room of 350 polygons/patches which are equivalent to the above render. The second is using 9,128 polygon/patches and the thrid is using just over 75,008 polygons/patches. For the radiosity lighting all patches reflect back the same amount of light that they recieve, and there is a light that has a radius of 50 and a light value of RGB=.1,.6,.1 directly outside the windows.