On Thu, 2010-03-11 at 00:06 +0100, res wrote:
> > 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.

As you say, it is mainly used as emissive textures put far away,
providing the global illumination of the local scene, and it is great
for e.g. a skybox where the light is coming from everywhere, or as a
light source for HDR rendering.

Paul Debevec used that in its 1999 'Fiat Lux' movie
(http://www.debevec.org/FiatLux/). The scene is inside a cathedral. A
HDR light probe has been recorded in the real scene, and this HDR
texture is mapped on a rough 3D model of the cathedral. The illumination
information of the emissive HDR textures are used to render realistic
virtual objects added in the scene. It also allows to move the camera.

Valve's Source Engine can use sort of HDR textures for storing the light
maps and cube (ie environment) maps pre-computed by the radiosity
solver. Cube maps acts as light probes, and are used as a base
illumination component of the shaders, lessening the need of adding
components from other light sources. The emplacements of cube maps are
chosen by the artist, and when rendering, the closest cube map is used,
with a time-average to avoid discontinuities when moving.

More info here:
http://www.valvesoftware.com/publications/2006/SIGGRAPH06_Course_ShadingInValvesSourceEngine.pdf
http://www.valvesoftware.com/publications/2006/SIGGRAPH06_Course_ShadingInValvesSourceEngine_Slides.pdf
http://www.valvesoftware.com/publications/2006/SIGGRAPH06_Course_HDRInValvesSourceEngine_Slides.pdf


> 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.

I added a note on deferred shading in the 'GSOC ideas'.


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