This is a reference implementation and demonstration of deep G-Buffer Radiosity
from 2-layer GBuffers from:

"Fast Global Illumination Approximations on Deep G-Buffers."
Michael Mara, Morgan McGuire, and David Luebke
NVIDIA Technical Report 2014-0001
June 16, 2014

This demo showcases the Radiosity algorithm only; as a concession to current hardware
and for simplicity of implementation, the GBuffers are generated through a simple
two-pass depth peeling method, instead of the one-pass algorithm from the original paper. 
The AO implementation also uses the two layers.

This build has been tested on NVIDIA GPUs (GeForce 650M, GTX 770, and GTX Titan) under Windows 7 and 8.

Source code is available as the screenSpaceGlobalIllumination sample in the G3D Innovation Engine (g3d.sf.net) in
the latest (at the time) build from svn (svn://svn.code.sf.net/p/g3d/code/), revision 4923.

The following publicly available data files are included for evaluating the algorithm, they were made into composite and lit scenes by Michael Mara:

* The Atrium Sponza Palace in Dubrovnik, re-modeled by Frank Meinl at Crytek with inspiration from Marko Dabrovic's original. The center banner has been removed, and the curtains have been retextured to be purple.

* Lucy, a statue scan from the Stanford University Computer Graphics Laboratory (https://graphics.stanford.edu/data/3Dscanrep/).


Michael Mara http://www.illuminationcodified.com
Morgan McGuire http://graphics.cs.williams.edu
