RE: [Algorithms] Lightmap Terrain
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From: Pallister, K. <kim...@in...> - 2000-08-25 15:37:56
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Which could probably be hacked pretty well by calculating the directional lighting/shadows, and the blurring the texture once or twice. Also, turning up the ambient a little would help too. Kim Pallister We will find a way or we will make one. - Hannibal > -----Original Message----- > From: Martin Fuller [mailto:mf...@ac...] > Sent: Friday, August 25, 2000 3:18 AM > To: 'gda...@li...' > Subject: RE: [Algorithms] Lightmap Terrain > > > The trouble with outdoor area's is the sky. If you have a > clear day you will > get very hard edged shadows as the sun light comes down more or less > parrallel. However if you have lots of cloud then the > sunlight that is not > reflected back into space by the cloud layer tends to get > diffused alot on > the ground. Thus there are no really hard shadows. > > Radiosity deals well with reflected light in shadowy areas it > does not deal > very well with direct light. The best renders I have seen yet > in computer > graphics are hybrid raytracing radiosity engines utilising > raytracing only > for the specular light component and radiosity for the > diffuse. (I did see a > paper on view depedant radiosity once but that thread of > though seems to > have died) > > A landscape is for all intensive purposes flat, the average > variation in > altitude is pretty insignifcant compared to the size of the > planet. For most > of the day except extremes of sunrise and sunset most things > will be in > direct sunlight without shadow. Even during sunrise and > sunset because the > world is nominally flat there is going to be very little > reflection where > energy would bounce more than once of the world. The first > radiosity bounce > is more likely than not to send energy straight back into > space or cloud. If > you consider how much our atmosphere protects us from the > direct sun (in the > first hit) any energy bounced back to the cloud layer and > then back to earth > will have diminished to insignificant levels. Radiosity only > noticably works > well in areas of shadow with flat surfaces. Texture (such as > grass) tends to > scatter / average the light. > > The trouble with the classic radiosity algorithm is that to > work it requires > an enclosed environment from which energy cannot escape. > Trying to deal with > this condition on a kind of universal scale provides all > sorts of headaches. > A lamp in an entirely enclosed room with good flat surfaces > is much more > trivial case. How Quake2 delt with energy loss from sky boxes > I don't know > but I expect this was fudged and the sky box was allowed to > reflect energy. > Certainly oudoor areas in Quake have always looked wrong > while the enclosed > environments have been very convincing. > > I would expect for outdoor situations raytracing to be the > most successful > technique. For cloudy simply dropping the raycast and performing an > averaging fudge (don't like that word but..) on the light > calculation to > simulate radiosity bleed might be sufficient to give > convincing results. A > full blown radiosity solution is likely to be expensive in terms to > development time and processing and is IMO not going to give you good > results. > > Cheers, > Martin > 3D Programmer > Shadowman2 > > > > -----Original Message----- > From: Ivan-Assen Ivanov [mailto:as...@ha...] > Sent: 25 August 2000 02:02 > To: gda...@li... > Subject: Re: [Algorithms] Lightmap Terrain > > > Neither embossing the heightmap nor dot-products work well. > The resulting lightmap doesn't give you any clue of where the depths > and heights are (e.g. inverting the heightmap and moving the > sun at the > opposite azimute produces the same image). > I'm currently thinking about a simple raytrace, but I feel it will be > effective > only with low elevations of the sun over the horizon. We don't have > any sharp features in the heightmap. > > Has anybody tried "full" radiosity (whatever that means - > e.g. different > reflectance/ > absorption for textures/ecosystems) on heightfields? Do you > think it would > be worth the trouble? > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > |