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"The rendering equation in the real(time) world"

4 Comments -

1 – 4 of 4
Anonymous Anonymous said...

Wow, great view !

May 11, 2008 at 12:51 PM

Blogger Unknown said...

"But care has to be taken when computing those cubemaps. They have to be the light function convolved with the term of the local lighting model we're considering."
Can you speak english please? :)
Once upon a time I wanted to create a simple lighting for an animated character in my demo. The scene relied heavily on HDR and indirect light bounces. So I wanted some kind of a fake, cheap GI for my character. To do this I placed a cube in the scene, roughly in the place of the character, unwrapped it, applied smoothing (so that it became a sphere) and baked the lighting in max. From the baked texture I created a cubemap. And I used the (deforming with bones) normals of my character to sample the cubemap in the shader.
So is it “the light function convolved with the term of the local lighting model we're considering."? :)
Looks OK, but the lack of dynamic ambient occlusion is the very first thing that comes to my mind.

May 19, 2008 at 11:08 AM

Blogger DEADC0DE said...

Can't understand why you smoothed the cube into a sphere. If the cube itself was of a perfectly diffuse material then yes, that was correct, for a diffuse cubemap (if you render it with global illumination enabled). Because for each texel of your cubemap what max did is exactly to see how much light that texel receives, and that is exactly the integral (sum) of all the incoming light weighted with the diffuse function (that is, a convolution). This does only work for diffuse cubemaps as purely diffuse response is view independent so you can bake it in that way.

That approach is also used in real world, where you can photograph some probes (spheres of a suitable material) and use them to reconstruct the lighting that you had in that environment.

May 19, 2008 at 12:15 PM

Blogger Unknown said...

Yes, that was only for diffuse lighting. I smoothed out the cube to gather the light in Max uniformly from all directions. Not sure whether this really matters since the baked texture will end up as a cube map anyway.

May 20, 2008 at 12:30 AM

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