RE: [Algorithms] Re: Is there such a thing as spherical harmonic lighting for characters?
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From: Tom F. <tom...@ee...> - 2004-04-13 12:49:59
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The self-shadowing bumpmaps paper at www.eelpi.gotdns.org/papers.html = has some comparisons of the number of directions for horizon maps. 4 can = look OK for rough surface textures like wood and stone and stuff like that, but = if there are any recognisable features on the surface, it's pretty poor. (oops... the PDF version was missing before - fixed) TomF. > -----Original Message----- > From: gda...@li...=20 > [mailto:gda...@li...] On=20 > Behalf Of Tomas Arce > Sent: 12 April 2004 23:35 > To: gda...@li... > Subject: [Algorithms] Re: Is there such a thing as spherical=20 > harmonic lighting for characters? >=20 >=20 >=20 > TomF <--- I don't know about whether you need 9 directions=20 > for the Horizon > maps. The only implementations I have ever seem were done=20 > with 4 (ex; DX9 > demo DumpSelfShadow). I can't say whether it needs more than=20 > that but I > guess I will take your word for it. >=20 > Ignacio_Casta <--- Remember my presentation? (www.zen-x.net)=20 > I think the > hold pipe line will work very similar to the local space=20 > bumb-map for the > characters. Where you take the SH light into the local space=20 > of the bones > (in CPU) then upload it into the vertex shader. Then skin the light SH > vector. Then you should have computed the RT SH vector in the=20 > local space of > the object. Then, just do the dot product. So the work is=20 > divided between > CPU and GS. How many CPUs are we going to get in the xbox2? ;-) >=20 > How many dimensions you think you will need to encode a=20 > sufficient accurate > SH vector? tom, I think you like a 9d SH vector right?=20 >=20 > Tomas >=20 > PS. Encoding anything more than one parameter ex; luminance=20 > is just crazy > talk. ;-) |