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Relfos

Member Since 21 Nov 2005
Offline Last Active Mar 15 2014 10:13 AM
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Posts I've Made

In Topic: Lights with radiosity

12 February 2014 - 11:00 AM

True, distant lights would appear small, just a few pixels, I did not take that into account.

Can you explain better what you mean by rendering from the light perspective?

I dont understand how to apply that to render a spotlight for example


In Topic: Radiosity questions

06 February 2014 - 09:13 AM

Thanks for the suggestion, I'm currently using unsigned chars for the lightmap, changing to floats might help.

And the idea of checking the brightness in each pass is good, with that I might be able to automatically decide when is enough to stop doing passes


In Topic: Radiosity questions

05 February 2014 - 06:32 PM

I am using the following to calculate the integration:

 

  For i:=0 to 31 do
    For j:=0 to 31 do
      _formFactor[i,j] := 0.5 + 0.5 * Sin(i*3.14/(_RadW-1) ) * Sin( j*3.14/(_RadH-1) );

 

When rendering a patch I am using 32x32 as viewport dimensions
 


In Topic: Radiosity questions

05 February 2014 - 06:36 AM

I don't know much about radiosity yet. I just read about hemicube rendering, it says it requires rendering the scene to 5 viewports, no I am not doing that.

I render the scene from each patch point of view once, with a FOV of 90º

 

From what I've seen in my code, in each pass I render the scene for each patch, and add the resulting color to the patch current color.

This of course means that with enough passes, the color will accumulate to white. Maybe this is the incorrect way of doing it?


In Topic: Animation Retargeting

01 February 2014 - 06:12 AM

Thanks Steve, indeed I cannot read the papers, I'm not very good at math, besides trignometry.

In my experiments I was able to almost get it working, the only problem was the bones got stretched out to the original skeleton dimensions.

I'll try your approach :)


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