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'. > > > > ------------------------------------------------------------------------------ > 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 > -- -Mike ------------------------------------------------------------------------------ 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