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Dynamic and static lights - interreflection

Started by Krohm Jun 2, 2003 at 3:18 AM 2 replies 1.2k views
Original Post
Krohm
Krohm
Oh well, it is now quite a while since ppl began to ask about per-pixel-lighting, projective texturing, shadow mapping, stencil shadow volumes and stuff like that. Now, there''s a real problem in this. I heard Doom3 will use **only** dinamic lights, i.e. projected lights and stencil shadows. The problem is that dinamic lights cannot get the interreflection between surfaces that a radiosity process can take in consideration, resulting in much darker appereance. **Do you think this is a problem?** I personally think it is.
Previously "Krohm"
davepermen
davepermen
it has no global illumination. most games don''t have that anyways.

if you want it to be a problem, call it a problem.

but yes, you''re right. we''re not yet at full global illumination solutions realtime. it isn''t much of a problem for me, though..

"take a look around" - limp bizkit
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If that's not the help you're after then you're going to have to explain the problem better than what you have. - joanusdmentia
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Krohm
Krohm
No, it''s not really a problem, just an ''issue''. However, I don''t know how to get the rid of light maps w/o losing the interreflection and this may be a good amount of illumination.

I can always make lightmaps and dinamic lights cooperate togheter. They will look different but there should not really be a huge difference in most cases.

Maybe iterating multiple times creating lightmap based on cubemaps? Oh well, it will be slow and I am not sure it works... Oh well, there''s a long way to get there. We''ll see...
Previously "Krohm"
davepermen
davepermen
there is about no real way to simulate global illumination in any near to realtime way currently. just forget about it.

but always remember, there is the "ambient" therm in the lighting equation. and its just there for one purpose: brighten up.

now guess what? you don''t NEED it to be a constant color. you can base it on some function.. for example a radiosity lightmap, or something else..

i''m currently estimating if i can set up some simple and dirty gi for the ambient therm.. and i''m thinking of only doing spotlights, and calculating manually a first interreflection, placing some spotlights at the first hits of the light..

and the rest would be diffuse lowres radiosity, or something..


but we still have a longlong way to go for some gi without any precalc..

"take a look around" - limp bizkit
www.google.com
If that's not the help you're after then you're going to have to explain the problem better than what you have. - joanusdmentia
My Page davepermen.net | My Music on Bandcamp and on Soundcloud

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