kaching said:
Why the would there be NDAs on those aspects of the hardware at this point, though?
The NDAs aren't 'conditional' you know - in most cases they are strict enough that even admitting to seeing a certain document is technically a violation. And they most certainly aren't about to expire before PSP is even released.
Now, as certain info is made available to public in one form or another it usually makes it safe to talk about since even if you do you are only repeating what you already saw out in the open...
But anything else is off limits.
Squeak said:
Would it be possible to give brief explanation of the main differences between regular radiosity and PRT?
To put it simply - think of PRT as precomputing lighting from every possible angle, and then using a clever way to compress that into a much smaller dataset that can be handled in realtime.
In a nut shell, for most common PRT SH implementation that means your realtime scene can be lighted with virtually unlimited number of lights moving around it, but nothing within that scene can move or deform.
Or, you could create separate PRT datasets for different objects within that scene(split into background and dynamic objects for instance), but then you loose the radiosity like interaction between those objects (you'd still get a pretty background though

).
The precomputing step can also take hours at end, depending on complexity of the scene and desired lighting resolution.
The light frequency is another thing to mention - SHs are good at representing low frequency lights cheaply (you need as little as 4SH coefficients per vertex to get the look of that City Scene), which will give you soft blurry shadows. But if you want clearly defined shapes, that would require exponentially more SH coefficients which would make it both too slow for realtime rendering as well as take up far too much memory.
It's a still an area of lots of research - for methods to allow movement&animation, better range of light frequency etc., but in the end it's basically about precomputing more data and find ways to represent it small and fast during rendering.