On 08.03.2010 19:42, Christian Van Brussel wrote: > There is another topic on which I'm wondering what is the actual situation > of CS: advanced lighting. Are the work done in the previous GSOCs about > radiosity going to be integrated in CS?
One issue here is that noone made a final review and merged the branch into trunk. > What are the possibilities about > reading the global illumination from a HDRI file/light probes (see > http://www.debevec.org/Probes/)? Not possible right now, although interesting, at least for certain cases. The Debevec probes contain lighting for a point; they may look nice on a single object, but probably less so on a large scale game level. On the other hand, something like skyboxes as a light probe might be nice - you paint a sunset, and everything gets lit like at sunset. That would be rad. > What is the status of the tone > mapping/eye adaptation? Last time I checked it worked. > And the deferred lighting? What about the > technology from the Cry Engine 3 for real-time estimation of the global > illumination (see > http://www.crytek.com/fileadmin/user_upload/inside/presentations/2010_I3D/20100301_lpv.pdf). I don't think either of these have been SoC projects. > Is it worth proposing a GSOC on one of these topics? I think so. We already have a student interested in doing screen space AO. Personally, I think some work towards deferred shading would be rather welcome. -f.r.
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