RE: [Algorithms] Static Lighting using Compressed Light Probes
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From: Jon W. <hp...@mi...> - 2004-11-19 21:20:27
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> > Occusion "factor" is just percentage of the unoccluded hemisphere. > > Just shoot a bunch of rays and count unoccluded ones; no weighting > > applied. > I've experimented with just this ambient occlusion term. It softens shadows > say at the base of the pillar, but doesn't give me the direct shadow of the > pillar. I'm assuming the issue is that your light source moves? If so, then a single ambient occlusion term would occlude as much on the ground IN FRONT OF the pillar, as it would behind the pillar. Not good :-) I think the basic problem is that you don't have enough precision in your occlusion maps. Shadows can have fairly sharp edges, so for a crisp line, you need many terms in your SH. An ambient term is like a 0th order SH, so it only has a single term. However, even with a second order SH (9 coefficients) you won't get "crisp" shadows, but at least you'll get variation based on direction. I e: for each texel, render the background as white. Then render the nearby occluders in gray-to-black (darker the closer they are). Last, turn this rendering into an SH using a SH best-fit techniques. In the end, you have an occlusion SH that you can use to modulate incoming light. If you want crisper/better shadows, you can keep adding orders to the SH (gets very expensive) or start using shadow maps or stencil shadows. Cheers, / h+ |