Re: [Algorithms] Indoor/Outdoor lighting
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From: Charles B. <cb...@cb...> - 2000-08-25 22:09:19
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Some guys did this in Siggraph 2000. I didn't read the paper, but I saw it in the video. It looked pretty good, definitely better than nothing. At 04:44 PM 8/25/2000 -0500, you wrote: >>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. > > Along these lines, I've been thinking that it may look very good to >change the lighting depending on the viewer's location. What I'm suggesting >is darkening the lighting of indoor areas the viewer can see into from >outdoors, and brightening the lighting of outdoor areas the viewer can see >from indoors. > > As the viewer crosses a boundary from outdoor to indoor, the indoor >and outdoor lighting can be brightened until the indoor lighting is at the >"normal" light level and vice-versa. I'm not sure whether this can be >achieved through gamma correction. Are configurable gamma ramps supported >on most major 3D accelerators? I know I can change the gamma on my nVidia >cards, but my older 2D card (an SiS 3D deccelerator) didn't respond. > >Regards, >Garett Bass >gt...@ut... >_______________________________________________ >GDAlgorithms-list mailing list >GDA...@li... >http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > > -------------------------------------- Charles Bloom www.cbloom.com |