Re: [Algorithms] Non-realtime radiosity mapping
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From: Paul at H. <pa...@ru...> - 2007-06-29 22:08:59
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This is purely for diffuse anyway. My lighting pipeline still allows lightmaps to be lit (optionally) so that dark areas can get brightened when you shine a torch in. I guess specular should work the same way ? Regards, Paul Johnson. www.rubicondev.com ----- Original Message ----- From: "Jon Watte" <hp...@mi...> To: "Game Development Algorithms" <gda...@li...> Sent: Friday, June 29, 2007 8:45 PM Subject: Re: [Algorithms] Non-realtime radiosity mapping > > > Paul at Home wrote: >> Render the scene into a cubemap taking direct lighting onto "black" >> textures >> Blur all 5 faces down to a 1x1 (All of the top face and the top half of >> the >> surrounding four) >> >> > > You probably want to blend the 5 faces down to 1 using the surface > direction response (which typically is approximated as the cosine term). > > Also, with this method, you'll get perfectly diffuse surfaces only, > because the emitted light is the same no matter what your viewing > direction is. Turning the cube maps into spherical harmonics, and > texturing with those spherical harmonics is likely to give a > significantly higher degree of quality. > > Cheers, > > / h+ > > > > -- > -- Revenge is the most pointless and damaging of human desires. > > ------------------------------------------------------------------------- > This SF.net email is sponsored by DB2 Express > Download DB2 Express C - the FREE version of DB2 express and take > control of your XML. No limits. Just data. Click to get it now. > http://sourceforge.net/powerbar/db2/ > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > > |