
The core radiosity runtime component of Enlighten takes the result of your direct illumination in the form of a texture, which represents something similar to a light map. It returns as output other textures representing all of the bounced light computed for that frame which can be sampled inside your shaders. Enlighten gives back sufficent information to combine the bounced lighting as you wish, and provides sample code to demonstrate potential uses of the lighting information. Through this design model Enlighten can bolt on to any existing lighting solution.
Enlighten currently requires a one-off geometry pre-compute stage, and stores the results of this for use as additional input to the runtime system. This takes of the order of 2 minutes for typical game geometry, and need only be performed once. It is also only dependent upon the geometry of the scene - not the textures, material or lights that your scene may be composed of. This allows you to re-texture and light your world in real time.
Enlighten is delivered as an SDK containing run-time code and a series of tools and plug-ins. The runtime code in the SDK is very lightweight, and although simple to integrate, intentionally has platform specific features. This allows us to work as optimally as possible on each of our supported platforms and allows you to work closely with the core functionality
To support this SDK design, Enlighten ships with extensive sample code and utility code that can be 'peeled away' from the core components as necessary. This allows you to work with Enlighten at the level of abstraction you desire. Enabling both quick integration with the utility code, and the flexibility for you to take control.
Sony Playstation 3
Microsoft Xbox 360
PC