Taken from my own blog available at http://www.pablo-zurita.com.ar/?newlang=english.
I should say that all here is not final, its just a product in development, if you have any comments or questions let me know.So after some time without writing, I’m back with some screenshots on the project I’m working on in Irradiance Software. First of all let me explain the names we use for the project because some people might get confused. The whole project is codenamed “Monte Carlo”, and the project in two parts, one is the 3D engine codenamed “Albedo Engine”, and the other part are the tools (plug ins for 3ds max and a GUI editor) codenamed “Flux”. If you want to know a bit about the product go to http://www.irradiance.com.ar/english/projects.html. Now what I have in the screenshots is an scene based on the famous Cornell Box, the scene was created in 3ds max 7, using five planes, 1 teapot primitive with ten segments no handle and no spout, and a plane VRay light. The lightmaps were generated using 3ds max’s Render to Texture feature. Our own materials were applied to the geometry too so the engine can display the materials the way they are supposed to show. Even though our engine supports custom glSlang shaders, a very simple shader was applied to the geometry. As we produce more shaders, better tools, and more scenes I will be showing more complex stuff, I wanted to show this because I know a few people that would like to know how a product evolves over time. Anyway, here are the screenshots, click on them for the high resolution versions.
Cornell Box scene in 3ds max 7.
A standard Flux map applied in the teapot.
Cornell Box inside the Albedo Engine running in realtime. Wireframe version.
Cornell Box inside the Albedo Engine running in realtime.