RE: [Algorithms] PRT for noobs
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From: Peter-Pike S. <pp...@wi...> - 2004-09-30 17:20:05
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For "non-infinite" lights, I think there are two practical solutions: =20 "Spherical Harmonic Gradients for Mid-Range Illumination", by Annen et = al (http://graphics.csail.mit.edu/%7Ekautz/publications/index.html), I = think using this where irradiance volume-like stuff is currently used = makes the most sense. This interacts very well with the various = compression techniques as well. =20 If you want a point/sphere light moving around a scene (or through an = object or whatever), you can actually do this fairly easily (for direct = lighting). In general rotation of SH requires 3 DOF, however if the = function has circular symmetry (for example a = point/directional/spherical light), one of those DOF is redundant (ie: = rotation around direction pointing to light), so you only need 2 DOF. = This means you can do the rotation using a (low res) cube map. If you = are using PCA to compress your PRT data, the cube map(s) just needs to = store the projection of the rotated light into the PCA basis. These = "truly" local lights would require some math in the shader per-light, = but for direct illumination this would essentially have zero error = (indirect illumination will always be wrong for non-infinite lighting = environments when doing precomputation...) Of course all of the lights = in the scene don't have to be handled with the same technique. =20 For non-rigid objects, there are a couple of possible techniques: =20 Skin the lighting environments (ie: rotate the distant lighting by each = bone.) =20 We have some new stuff ("Local Deformable PRT"), that the meltdown = slides cover a bit that use a more approximate version of transfer which = can be trivially rotated (we haven't submitted a publication on this yet = and the more dynamic aspects are still being researched - in a nutshell = we use zonal harmonics to approximate the transfer vector, and the = convolution theorem to do the integration against the lighting = environment.) This could also be used as a normal map replacement (ie: = no unique parameterization required) that handles general lighting and = can model soft shadows and subsurface scattering. =20 The two techniques above as stated are really only appropriate for = "local" global illumination (ie: think of how bumps on a surface = interact, not how limbs cast shadows on a body), but some general things = (armpits are generally dark, etc.) are handled in a somewhat reasonable = fashion. Handling the "coarser" global illumination is an ongoing = research problem. =20 I think for more "scene centric" =20 I would also recommend looking at the slides for our various talks, I = think they are easier to follow than our papers. =20 -Peter-Pike Sloan =20 ________________________________ From: gda...@li... on behalf of Aras = Pranckevicius Sent: Thu 9/30/2004 5:58 AM To: gda...@li... Subject: Re: [Algorithms] PRT for noobs > Also, is this > technique useful as a "general" solution to light your entire 3D > static scenery? Or is it employed only for separated objects in a = scene? Not there yet... As you said, it's great for "environment" (light = probes, distant lights) lit separate objects, but not that good when lights are close. And it doesn't work when lights are inside the convex hull of = some object (think a room-as-a-single-object, and light inside it). Some other problems: * non-rigid objects. * light transport between objects. Of course, the problems are in active research stage, but at the moment = PRT is not a general lighting (and light transport) solution. Aras Pranckevicius aka NeARAZ http://www.gim.ktu.lt/nesnausk/nearaz/ ------------------------------------------------------- This SF.net email is sponsored by: IT Product Guide on ITManagersJournal Use IT products in your business? Tell us what you think of them. Give = us Your Opinions, Get Free ThinkGeek Gift Certificates! Click to find out = more http://productguide.itmanagersjournal.com/guidepromo.tmpl _______________________________________________ GDAlgorithms-list mailing list GDA...@li... https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=3D6188 |