Re: [CsMain] GSoC 2010

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