Re: [CsMain] GSoC 2010
Jorrit Tyberghein <[email protected]>
| Newsgroups | gmane.comp.graphics.crystalspace.general |
|---|---|
| Message-ID | <[email protected]> |
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'. >> >> >> >> ------------------------------------------------------------------------------ >> 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 > > -- Project Manager of Crystal Space (http://www.crystalspace3d.org) and CEL (http://cel.crystalspace3d.org) Support Crystal Space. Donate at https://sourceforge.net/donate/index.php?group_id=649 Personal page: http://users.telenet.be/jorritTyberghein/ ------------------------------------------------------------------------------ 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