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'. ------------------------------------------------------------------------------ Download Intel® Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev _______________________________________________ Crystal-main mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[email protected]?subject=unsubscribe
