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mapping:cawe:lighting [2007-10-24 23:12]
Carsten Augmented the text
mapping:cawe:lighting [2007-10-28 23:36]
Carsten Augmented the text
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 Here is an overview of the available Radiosity light sources and how they are created in a map: Here is an overview of the available Radiosity light sources and how they are created in a map:
-  - Any brush or Bezier patch surface that you place in a CaWE map can be turned into an //area light source//. 
-    This however is not done directly in some dialog in the CaWE editor. Rather, ... 
-  - xx 
-  - yy 
  
 +==== Area Light Sources ====
 +Any primitive (brush or Bezier patch) surface that you place in a Ca3DE map can be turned into an //area light source//. The key point here is that a surfaces characteristic of being an area light source is //not// :!: directly set in the Ca3DE World Editor CaWE. Rather, being an area light source is a //​material//​ property.
  
-  * [ FIXME TODO: Screenshots!,​ link to my thesis in See Also section, link to DK project] +That means that a surface becomes an area light source when it has a material applied to it which in turn is defined to emit Radiosity light. 
-  * Radiosity lights are **area** light sources. + 
-  * (whose irradiance is defined with the material),​ +As a mapper, if you want to find out if a material emits area light, its intensity and color, FIXME 
-  * radiosity point light source entities, + 
-  * sky light.+==== Point light sources ==== 
 +Radiosity light can also be emitted from point light sources. 
 + 
 +==== Sky Light ==== 
 +[ FIXME TODO: Screenshots!,​ link to my thesis in See Also section, link to DK project]
  
  
 ===== Dynamic Lighting ===== ===== Dynamic Lighting =====
 +
 +Dynamic lighting has become popular with the advent of hardware-acceleration for 3D graphics in the recent years.
 +Its main properties/​characteristics are that its computational steps occur //​per-pixel//​ and //​per-frame//​.
 +
 +//​Per-pixel//​ means that.. FIXME
 +
 +//​Per-frame//​ refers to the fact that all lighting computations occur only at runtime, and in fact, they are performed for each rendered frame anew. This allows both light sources and lit objects to move arbitrarily through the scene, with the lights and shadows being updated correctly and instantaneously.
  
   * hardware accelerated.   * hardware accelerated.
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 Lighting with [[wp>​Spherical_harmonics|Spherical Harmonics]] ("​SHL"​) is an area of active research in computer science. Its goal is to combine the merits of Radiosity-based lighting with light sources that can move, especially when the light sources are very far away from the scene, like for example the sun or the moon. Lighting with [[wp>​Spherical_harmonics|Spherical Harmonics]] ("​SHL"​) is an area of active research in computer science. Its goal is to combine the merits of Radiosity-based lighting with light sources that can move, especially when the light sources are very far away from the scene, like for example the sun or the moon.
  
-SHL has been implemented in the scope of my diploma thesis in the Ca3D-Engine,​ but is currently not supported by the public releases. You may refer to the thesis below for more information.+SHL has been implemented in the scope of my diploma thesis in the Ca3D-Engine,​ but is currently not supported by the public releases. You may refer to the thesis ​linked ​below for more information.
  
  
mapping/cawe/lighting.txt · Last modified: 2013-01-07 12:07 (external edit)