Yes it is.
Greetings,
On Thu, Mar 11, 2010 at 7:15 PM, Mike Gist <[email protected]> wrote:
> I assume our application is in yes? :)
>
>
> On 11 March 2010 17:49, Christian Van Brussel <
> [email protected]> wrote:
>
>> 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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>
>
>
> --
> -Mike
>
>
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