Me again ... sorry. Now I am by my computer again and have been looking into 
the pdf version of the manpages. I don't seem to be able to find a manpage 
entry for mksource. I have version 4.0 of Radiance installed.


Cheers
Claus


[cid:[email protected]]

From: Jack de Valpine [mailto:[email protected]]
Sent: 25. januar 2011 21:08
To: High Dynamic Range Imaging
Subject: Re: [HDRI] capturing with concentrated light sources?

Hi Claus,

The mksource tool is part Radiance which is available from:
http://www.radiance-online.org/
or
http://radsite.lbl.gov/radiance/
If you are not familiar with it, Radiance is a physically based simulation 
toolset design for lighting, daylighting and visualization. The image format 
used in Radiance is the original HDR image format.

Regards,

-Jack de Valpine


--

# Jack de Valpine

# president

#

# visarc incorporated

# http://www.visarc.com

#

# channeling technology for superior design and construction

On 1/25/2011 2:29 PM, Claus Brøndgaard Madsen wrote:





Hi,



This thread is getting interesting to me as well. I was not aware of the 
mksource tool. Any chance I can find some documentation about how it works?



I tested Paul Debevec's Median Cut approach some years back ... Tested it 
against another method. The other method demonstrated similar accuracy with 
half the directional light sources.



My Ph. D. Student has been trying to fuse HDR images from fisheye images of the 
sky (including the sun). We were using HDRshop. Capturing spanned 13  f-stops 
and we could not get HDRshop to fuse HDR properly. In the end we gave up.



Do I really need to get a Mac just to fuse proper sky HDRs??



Best

Claus



Sent from my iPod



On 25/01/2011, at 19.59, "Guglielmetti, Robert" 
<[email protected]><mailto:[email protected]> wrote:





On 1/25/11 11:47 AM, "Christian Bloch" 
<[email protected]><mailto:[email protected]> wrote:





- IBL needs sampling settings beyond insane.

Ultimately, these concentrated light sources are perfect examples of

direct illumination sources. Brute-forcing this through a GI render

pipeline makes little sense. It's much more efficient to represent these

concentrated light sources with actual 3d lights, and in turn limiting

the DR in the environment map. Also gives you more artistic control over

shadows. Some people like to paint out direct light sources completely,

but I prefer blurring them out with the rest of the environment to keep

some ambient contribution (think hazy spill light).



Radiance includes a tool called mksource to address this. Mksource samples

an HDR environment map and creates direct Radiance light sources to

represent bright concentrated regions found in the map, moving much of the

flux to the direct calculation -- more efficient and less artifacts.





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