Normal mapped radiosity demo, February 2008, by Nicolas Vizerie
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1. About :
==========

This sample demonstrate the interest of the technique called "normal mapped radiosity" 
for realistic rendering. The technique was created by Valve Software for their game
"half-life 2". They published a paper on it : 
http://www2.ati.com/developer/gdc/D3DTutorial10_Half-Life2_Shading.pdf

I found it very interesting and wanted to try coding it. In this demo, the indirect and direct lighting are 
separated, however. This enable to retain per-light specular and shadows, at the expense of longer shaders. 


Controls : 
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Use arrow keys to move the camera.
Use alt-enter to toggle to fullscreen mode.
Click and hold left button in the scene to look around.

'Static objects ambient levels' : This slider helps to see the effect of indirect normal mapped
                                  illumination on the scene. Setting it to 0 
                                  is equivalent to having direct lighting only.
'Moving object ambient level'  : Helps to see the effect of static geometry on dynamic objects
                                 indirect lighting.
'Bumpiness'					   : Adjust the amount of bump mapping on the objects.
'Direct lighting'              : By setting this slider to 0, it is possible to see the indirect lighting only.
'Next scene'                   : Cycle through the various scenes.
                                 

Options :
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Please edit scene_view_config.lua to change option such a fullscreen resolution, multi sampling ...

Hardware requirement
====================
A GPU supporting pixel shaders 2.0 is required (Radeon 9500 or more, GeForce FX or more)

Version history
===============
1.0 : Initial release

Contact
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Nicolas Vizerie : nicovize@club-internet.fr
www.vizerie3d.net

License
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This demo is freeware. You may redistribute freely it as long as the whole 
package is left unmodified and complete (including this file). You may not 
sale this software. By using this software, you agree that the author should 
not be liable or responsible for any damages, injuries or liabilities caused 
directly or indirectly from the use of the software, including but not limited
to incidental, consequential or special damages.
