Re: [Algorithms] Direct Sunlight Lighting Model
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From: Zulfiqar M. <zul...@gm...> - 2005-11-21 06:38:36
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The basic idea is to do rendering in high dynamic range and instead of writing values outside the range 0 - 1 (since you are using 8-bit format) you write "scaled" values (each R, G and B channel is scaled with some factor such that all 3 end up in 0 - 1 range) and the common scaled factor (also called exponent) is written in the alpha channel (hence the name RGBE). A little bit more information in. You should be able to find more information. http://www.anyhere.com/gward/hdrenc/hdr_encodings.html I haven't used this format myself and hence don't know of its short comings= . One obvious short coming is that you lose the alpha channel. You can also look into the technique detailed by Humus in the following link http://www.humus.ca/index.php?page=3D3D Hope its useful. -Zul On 11/21/05, Dan Glastonbury <dan...@gm...> wrote: > > > On 11/20/05, David Whatley <da...@pl...> wrote: > > > > You mean use RGBE for the textures? I'm not sure what that would buy me > > if I'm not using float point buffers. > > > > -- David > > > I think he means write RGBE into RGBA of the framebuffer, then do the ton= e > mapping on that. Instead of running a luminance filter on the screen to g= et > the bright parts, the lighting calculations store what is bright. From my > understand of the ppt slides, this is how Wreckless worked. > > HTH > DanG > > -- > Dan Glastonbury, Dan dot Glastonbury at gmail dot com > `Pour encourjay lays ortras' > -- Regards, Zulfiqar Inayat Malik. |