[Algorithms] Some question about "Lighting and Material of Halo3" and "Lightmap compression in Halo
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From: Sébastien L. <seb...@do...> - 2010-01-29 15:54:25
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Hello all, I tried to contact the author of this two (now old) paper, without success,: "Lighting and Material of Halo 3" published at siggraph 2008 (http://ati.amd.com/developer/SIGGRAPH08/Chapter01-Chen-Lighting_and_Material_of_Halo3.pdf) and GDC 2008 conference "Lightmap compression in Halo 3" (http://toomuchlogic.com/Lightmap_Compression_2008_02_22.pdf) so I will ask some question to the list, if anyone is interested by the subject and has better understanding of math than me :) 1. "Lighting and Material of Halo 3" About equation (5) the diffuse reflectance using SH basis the diffuse reflectance using SH basis is : k_d R_d Sum Lambda_i A_i A_i is the projection of the cosine lobe in SH, and as it is radially symetric. all coefficient with m != 0 are 0. After that the author give the first three term of A_i. I wondering how many band are use for this calculation ? (order 3, 4 or more ?) I read from "Stupid spherical harmonics tricks" from Perter Pike sloan (http://www.ppsloan.org/publications/StupidSH36.pdf) that order 3 SH is sufficient for approximate light source but for HDR light sources he recommand order 5. As order 4 is 0 (From paper http://www.eecs.berkeley.edu/~ravir/lighting.pdf I get the formula for A_i) This mean 4 coefficient to store by color channel. As I am pretty sure the author store HDR data, can someone lighten me ? 2. About texture storage (which are deduced from above statement) I try to figure out how are encoded the incident radiance in their SHLightmap. >From GDC 2008 conference "Lightmap compression in Halo 3" I can read that the author need to store for each texel a vector of 5 * 3 float values. I don't figure what are the values exactly. My assumption is that "3" is for each channel color RGB, But I can't figure what's the 5 is ? Are they 5 first band of SH order like I suppose above (but as I said, we only need 4 coefficient in this case) or maybe order 6 ? In this same paper later I found: A. Two DXT5 texture for each SH coefficient channel (HDR, positive/negative) And B. Each band of the SH coefficients (RGB) are converted to Luvw space I suppose that Luvw space is what is describe in this paper "Rendering from Compressed High Dynamic Range Textures on Programmable Graphics Hardware" by Peter Pike sloan and al.(ftp://ftp.research.microsoft.com/pub/tr/TR-2006-152.pdf) What I don't understand is that A and B seem different. I can't understand what is store. Are they storing for each band the triplet RGB of SH coeeficient, mean 3 float value for two DXT5 x order or do they store store 5 SH coefficient for channel color R in two DXT5 ? So what are the total storage cost of all the 5 * 3 float value in term of DXT5 texture ? Cause It looks like to be pretty big. Thanks for anyone interested by this post Best regards Lagarde Sébastien |