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"Never again: point lights"

5 Comments -

1 – 5 of 5
Blogger Unknown said...

I'm trying to get cookies working on my lights, and I really liked this article. I'm confused about the part where you use a tangent vector to do a lookup. Do you mean the tangent to the surface you are shading a the tangent to the direction-to-light-vector>

August 25, 2015 at 10:54 AM

Blogger DEADC0DE said...

Of the light. An "up" vector if you want.

September 17, 2015 at 2:44 PM

Blogger Unknown said...

Oh, I see so you would have a 3D pattern. I have been trying to model my lights after Blender Internal (they let you hand-draw the intensity curve, like you suggest) but for 3D intensity pattern wouldn't it be more expressive to let the artist shape a polyhedron?

September 17, 2015 at 3:05 PM

Blogger DEADC0DE said...

You can use a cubemap, which is not uncommon as a real-time implementation of IES lights. Really at the time I wrote this it was mostly a suggestion to do -something- (even cheap) and not keep "bare" lights which are fairly uncommon in most real world scenarios.

From there you can go as complex as you like. The crazies thing I can think of would be to do raytracing of light within its surroundings (fixture, wall) to get a small local light field that would include the nearby occlusion and bounces, and encode it in a cubemap or a volumetric texture of SH (to be more accurate) or something like that... Recently this was published (for offline rendering, just tangentially related) http://flycooler.com/download/luminaire_tog2015_preprint.pdf

September 29, 2015 at 11:20 AM

Blogger Unknown said...

Ugh, that is so cool.

September 29, 2015 at 2:34 PM

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