Home » Community » Forums » » Ray Lighting: Creating realistic shadows for terrain
  Intel sponsors gamedev.net search:   
[Control Panel] [Register] [Bookmarks] [Who's Online] [Active Topics] [Stats] [FAQ] [Search]

Add Forum to Favorites |  Send Topic To a Friend | View Forum FAQ | Track this topic


 Last Thread Next Thread 
 Ray Lighting
Post Reply 
I can't see any of the pictures, which makes it a little disappointing! I'll check later and hopefully read it then.

 User Rating: 1295   |  Rate This User  Send Private MessageView Profile Report this Post to a Moderator | Link

That's odd. Is anyone else experiencing this?

 User Rating: 2088   |  Rate This User  Send Private MessageView ProfileView Journal Report this Post to a Moderator | Link

I'm seeing them.

Off-topic: why do links to articles sometimes take me to the normal GameDev site, and sometimes to the articles with white backgrounds?

 User Rating: 1494   |  Rate This User  Send Private MessageView ProfileView JournalView GD Showcase Entries Report this Post to a Moderator | Link

The light background articles you are seeing are the article links in the Articles resource section. When published on GameDev.net's front page, featured articles and columns are given the dark background, multi-page formatting, and are filed in the Articles section with the light background. Due to their shorter length, the links for Sweet Snippets are direct links into the Articles section, since Sweet Snippets do not have the featured article/column formatting with the black background.


 User Rating: 2039   |  Rate This User  Send Private MessageView ProfileView Journal Report this Post to a Moderator | Link

They look just fine here.

 User Rating: 2066   |  Rate This User  Send Private MessageView ProfileView JournalView GD Showcase Entries Report this Post to a Moderator | Link

Quote:
Original post by d000hg
I can't see any of the pictures, which makes it a little disappointing! I'll check later and hopefully read it then.


14.4k user??

 User Rating: 1933   |  Rate This User  Send Private MessageView ProfileView Journal Report this Post to a Moderator | Link

its pics works just fine to me...

nice article with impressive results...

there is one fault in the code though... u have to put the values into a temporary lightmap first and then send them to the "real" lightmap during the blurring, else there will be an error...

anyways its some real nice shadows u get there!

 User Rating: 1015    Report this Post to a Moderator | Link

Sorry to necromance this topic, but I have a concern/question:
in the resultant pictures it appears you're applying the shadowmap, and textures. For accuracy's sake (if you aren't) you should include dot3 lighting (vertex lighting, or "bake" it into the shadowmap). The lit areas will just look white otherwise.

I liked the idea of the (triangular visual) for calculating the shadow contribution. I'm assuming this is to approximate occlusion values (since light will also be coming from the sky, but especially from the direction of the sun). Maybe you could mention that (and maybe suggest precomputing occlusion, etc, if that's within the scope of the article.)


Just a few thoughts!

-Michael g.

 User Rating: 1188   |  Rate This User  Send Private MessageView Profile Report this Post to a Moderator | Link

yes the idea behind the method is that its a simple way to calculate both directional and ambient light... i forgot to mention ambient light being occuluded sky light... and yes i probably shouldve added some lambertian lighting... but i wanted to keep things simple... been a while since i wrote this... just looked back on it now...

 User Rating: 1113   |  Rate This User  Send Private MessageView Profile Report this Post to a Moderator | Link

All times are ET (US)

Post Reply
 Last Thread Next Thread 
Forum Rules:
You may not post new threads
You may post replies
You may not edit your posts
You may not use HTML in your posts
Jump To:
Administrative Options: