Re: Lighting (HDR)

"Joe Meenaghan" <[email protected]>
Newsgroups gmane.games.devel.algorithms
Message-ID <34476976B5E3441AA93CD22C80EA0348@joelaptop>
First, let me thank you guys for the interesting discussion surrounding the 
normalization factor and its derivations. In the end I've decided to go with 
Naty's suggestion and (continue) using the m+2 approach as indeed I am 
including an approximate geometry/visibility term of 1 / (4 * L.H^2) (i.e., 
Kelemen, Szirmay-Kalos) and treating the cosine power function as an NDF. To 
be honest, all three approaches (m+2)/(2pi), (m+8)/(8pi), and (m+2)/(8pi) 
have produced nice results for me, so it is basically down to what works 
visually for us I guess since they all seem to have some legitimate 
grounding in theory.

So with that bit of business pretty much wrapped up, that leaves me with 
just the outstanding issues on dynamic white point computation (vs. ditching 
it altogether) and practical advice on empirical vs. physically meaningful 
inputs for my direct light sources. Any insights on either of these two 
issues would of course be accepted gratefully.

Thanks again!

Joe



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