If I understand correctly, this is how to do GI:
-Render direct lighting using a raytracer.
-Render the scene from the view of each luxel, and take the average pixel color from that...
Then what? If I add that value, bright areas of the map become twice as bright. If I scale it to lessen the value, dark areas don't get lit much. The results I am getting just don't look right, and it creates many strange artifacts.
It seems like rendering from the luxel position doesn't really account for the way light bounces off surfaces.
-Render direct lighting using a raytracer.
-Render the scene from the view of each luxel, and take the average pixel color from that...
Then what? If I add that value, bright areas of the map become twice as bright. If I scale it to lessen the value, dark areas don't get lit much. The results I am getting just don't look right, and it creates many strange artifacts.
It seems like rendering from the luxel position doesn't really account for the way light bounces off surfaces.
