Some question about "Lighting and Material of Halo3" and "Lightmap compression in Halo 3"

Sébastien Lagarde <[email protected]>
Newsgroups gmane.games.devel.algorithms
Message-ID <[email protected]>
Hello all, 

 

I tried to contact the author of this two (now old) paper, without success,:

"Lighting and Material of Halo 3" published at siggraph 2008 (http://ati.amd.com/developer/SIGGRAPH08/Chapter01-Chen-Lighting_and_Material_of_Halo3.pdf)

and GDC 2008 conference "Lightmap compression in Halo 3" (http://toomuchlogic.com/Lightmap_Compression_2008_02_22.pdf)

so I will ask some question to the list, if anyone is interested by the subject and has better understanding of math than me :)

 

1. "Lighting and Material of Halo 3"  About equation (5) the diffuse reflectance using SH basis

the diffuse reflectance using SH basis is : k_d R_d Sum Lambda_i A_i

A_i is the projection of the cosine lobe in SH, and as it is radially symetric.

all coefficient with m != 0 are 0.

After that the author give the first three term of A_i.

I wondering how many band are use for this calculation  ? (order 3, 4 or more ?)

 

I read from "Stupid spherical harmonics tricks" from Perter Pike sloan (http://www.ppsloan.org/publications/StupidSH36.pdf)

that order 3 SH is sufficient for approximate light source

but for HDR light sources he recommand order 5.

As order 4 is 0 (From paper http://www.eecs.berkeley.edu/~ravir/lighting.pdf I get the formula for A_i)

This mean 4 coefficient to store by color channel.

As I am pretty sure the author store  HDR data, can someone lighten me ?

 

2. About texture storage (which are deduced from above statement)

 

I try to figure out how are encoded the incident radiance in their SHLightmap.

>From GDC 2008 conference "Lightmap compression in Halo 3" I can read that the author need to

store for each texel a vector of 5 * 3 float values.

I don't figure what are the values exactly.

 

My assumption is that "3" is for each channel color RGB,

But I can't figure what's the 5 is ?

Are they 5 first band of SH order like I suppose above (but as I said, we only need 4 coefficient in this case)

or maybe order 6 ?

 

In this same paper later I found:

A. Two DXT5 texture for each SH coefficient channel (HDR, positive/negative)

And

B. Each band of the SH coefficients (RGB) are converted to Luvw space

 

I suppose that Luvw space is what is describe in this paper "Rendering from Compressed High Dynamic Range Textures on

Programmable Graphics Hardware" by Peter Pike sloan and al.(ftp://ftp.research.microsoft.com/pub/tr/TR-2006-152.pdf)

 

What I don't understand is that A and B seem different. I can't understand what is store.

Are they storing for each band the triplet RGB of SH coeeficient, mean 3 float value for two DXT5 x order

or do they store store 5 SH coefficient for channel color R in two DXT5 ?

 

So what are the total storage cost of all the 5 * 3 float value in term of DXT5 texture ?

Cause It looks like to be pretty big.

 

Thanks for anyone interested by this post

 

Best regards

 

Lagarde Sébastien

------------------------------------------------------------------------------
The Planet: dedicated and managed hosting, cloud storage, colocation
Stay online with enterprise data centers and the best network in the business
Choose flexible plans and management services without long-term contracts
Personal 24x7 support from experience hosting pros just a phone call away.
http://p.sf.net/sfu/theplanet-com

_______________________________________________
GDAlgorithms-list mailing list
[email protected]
https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list
Archives:
http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list
lmpx.com only provides a reader for public news (NNTP) servers. It is not affiliated with the servers or forums shown here and is not responsible for the content of articles, which is written by their respective authors.