RE: [Algorithms] SH data falloff..
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From: Tom F. <tom...@ee...> - 2004-01-17 15:53:25
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If you're doing all this with a single light, then maybe you can correct = in some way. Thing is, if you're only doing one light at a time, then using = an SH doesn't seem to be the right answer - it's overcomplicating things. = The real win with using SHs is that it doesn't matter how many lights you = use, the cost is the same. TomF. > -----Original Message----- > From: gda...@li...=20 > [mailto:gda...@li...] On=20 > Behalf Of Andreas Tadic > Sent: 17 January 2004 15:43 > To: gda...@li... > Subject: SV: [Algorithms] SH data falloff.. >=20 >=20 >=20 > Hmm. I see what you mean. > I would have assumed that once one knows the lumination of the > centerpoint of the object (that the prt sim is doing) one=20 > could use that > formula to modify the luminance of each vector in the object. > (And then use the greyscale luminance in ones point-light calculation) > Obviously not at simple as that.. >=20 > -----Ursprungligt meddelande----- > Fr=E5n: gda...@li... > [mailto:gda...@li...] F=F6r Tom = Forsyth > Skickat: den 17 januari 2004 14:40 > Till: gda...@li... > =C4mne: RE: [Algorithms] SH data falloff.. >=20 >=20 > Agreed. Abutting objects are a real pain when trying to do any sort of > light simplification - very hard to get rid of the seams.=20 > Computing the > SHs where they meet and interpolating is the only solution I know (not > necessarilly along the corners, just so that along the line where they > meet the interpolation is the same). But of course it's moderately > expensive, and in this case you need to interpolate between=20 > four sets of > SHs per object. >=20 > The other option I thought of was to mark the vertices as "edge verts" > and light them with the standard point-light illumination.=20 > This ensures > they are consistent across seams. Only vertices for the rest of the > object are lit using an SH. The problem is that the lighting is > inconsistent across the surface of each object, and also that=20 > it doesn't > actually lessen the workload (which is the whole point of=20 > using SHs for > lighting) unless you have conditional execution in your=20 > vertex shaders, > which is only in pretty fancy hardware right now. >=20 > TomF. >=20 > > -----Original Message----- > > From: gda...@li... > > [mailto:gda...@li...] On=20 > > Behalf Of Ignacio Casta=F1o > > Sent: 17 January 2004 13:22 > > To: gda...@li... > > Subject: Re: [Algorithms] SH data falloff.. > >=20 > >=20 > > Andreas Tadic wrote: > > > Each object is at a distance from the light, pivot in the > > center of each > > > object. What were attempting is to smooth out the vertices on each > > > object to get be able to post-process a pointlight using=20 > > this data to > > > control the pointlights luminace with, in effect being=20 > able to have > > > pointlights on SH objects. Since SH objects have their=20 > > luminance based > > > on the center of the object (it's position) they get > > "tiled" as shown here: > > > _http://www.customred.com/sh/rawsh.jpg_ (rawsh.cpp snippet) > >=20 > > I think that you should compute the SHs on the corners of the tiles > > instead of the middle, and interpolate the coefficients. > >=20 > > You last shots look good, though. How are you doing that? > >=20 > > -- > > Ignacio Casta=F1o > > cas...@ya... >=20 >=20 >=20 >=20 >=20 > ------------------------------------------------------- > The SF.Net email is sponsored by EclipseCon 2004 > Premiere Conference on Open Tools Development and Integration > See the breadth of Eclipse activity. February 3-5 in Anaheim, CA. > http://www.eclipsecon.org/osdn > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_ida88 >=20 >=20 >=20 >=20 > ------------------------------------------------------- > The SF.Net email is sponsored by EclipseCon 2004 > Premiere Conference on Open Tools Development and Integration > See the breadth of Eclipse activity. February 3-5 in Anaheim, CA. > http://www.eclipsecon.org/osdn > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_ida88 >=20 |