RE: [Algorithms] Lightmap Terrain
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From: Bernd K. <bk...@lo...> - 2000-08-25 18:01:20
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Charles Bloom writes: > The more I look at real outdoor environments (eg. life) the > more I feel that it may be hopeless to simulate them realistically > on a computer screen. The problem is the sun. Isn't the Sun just a special case of a general problem: the way we handle dynamic range between graphics card and CRT's? Quake3 has a concept of "overbright" (subdividing the dynamic range to reserve some for intense light sources). Extending the color channel range in processing paths in 3D accelerators, or using e.g. 16bit float per color channel in framebuffers might be a way to do this for real. Ultimately, if you want to model a flash grenade, you might find this even more difficult - and you might not want to model its effects to accurately anyway. > IMHO this is orders of magnitude more important to visual > realism than radiosity on landscapes. Radiosity was used for Q2, and dropped for Q3, seemingly because it made the job of the map designer harder. One example that creating environments is still seen to be more about control than consistency. I am not sure how far you want to push visual realism (and I am confident that it is a red herring at best, and a hazard at worst, when it comes to creating immersive environments), but IMO games have already done good jobs with these effects. Personally I find the Halo/Sun effects in Heretic2 well done. You can use particles to do specular glitter on water or snow. What's missing is the intensity, a bigger dynamic range at the top, isn't it? I also think that physiology simulation might be just as essential for the reaslism you strive for: if the player moves from bright outdoors to dimly lit indoors, do you gamma correct to account for the adaptation period? Do you change gamma to create pale outdoors when the Sun comes out behind a cloud, or blend to change colors? Simulating the eye might be more effective than simulating the world. Anyway, I would expect effects like refraction and dispersion to be more challenging. Not to mention relativistic FOV distortion and Doppler shift ;-). Realism is such a wide scope, you gotta fence it with relevance... b. |