Re: [CsMain] GSoC 2010

res <[email protected]>
Newsgroups gmane.comp.graphics.crystalspace.general
Message-ID <[email protected]>
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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