RE: [Algorithms] [Rendering] Merging, approximating several dynamic lights
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From: Tom F. <tom...@bl...> - 2003-07-21 16:40:43
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One normal and an ambient == a 4-component spherical harmonic! (I can never remember if that's 1st order or 2nd order). The increase in quality in going to a 9-component one is IMHO significant. TomF. > -----Original Message----- > From: gda...@li... > [mailto:gda...@li...] On > Behalf Of Troy Gilbert > Sent: 21 July 2003 17:01 > To: 'gda...@li...' > Subject: RE: [Algorithms] [Rendering] Merging, approximating > several dynamic lights > > > Don't know about others, but I'd be interested in hearing > what technique > you're using to merge all dynamic lights into one ambient and one > directional. In general, are there any papers relating to generically > "factoring down" dynamic lights in the same way there are so many mesh > reductions algorithms? > > Troy > Developer Relations > Criterion Software > www.csl.com > > > > -----Original Message----- > > From: Alen Ladavac [mailto:ale...@cr...] > > Sent: Tuesday, July 15, 2003 1:10 PM > > To: gda...@li... > > Subject: Re: [Algorithms] [Rendering] Merging, approximating several > > dynamic lights > > > > > > Hm, we've used a method for aproximating any number of > > point(local), directional(inifinite) and > > ambient lights into one ambient and one directional. The > > object could be 0-100% in shadow wrt any > > light, and transitions were always smooth. The idea was > > simple and straightforward, but I am not > > sure if that is what you want, as it was all for per-vertex > lighting. > > Is your problem in creating a smooth aproximation to for > > vertex lighting, or a smooth change between > > per-pixel and vertex lighting? > > > > Alen |