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An idea

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jollyjeffers

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I just learnt how to draw diagrams in Visio:



Given that light is additive, such that multi-pass lighting should add it's contribution to whatever already exists in the frame, I thought this could combine pretty well with HDRI.

Have a number of lights casting shadows, combine them into an HDRI target, and then do the normal post-processing and tone mapping algorithms.

I'm trying to find an example of omnidirectional/point light shadow mapping. Everything I've found so far is in OpenGL [headshake]

Jack
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Quote:
I just learnt how to draw diagrams in Visio
The diagram looks nice but I wonder how flexible the program is?

Quote:
I'm trying to find an example of omnidirectional/point light shadow mapping. Everything I've found so far is in OpenGL
If you do find anything then let me know I'd love to have a go at this myself. Also what OpenGL examples are you looking at?

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Quote:
Quote:
I just learnt how to draw diagrams in Visio
The diagram looks nice but I wonder how flexible the program is?

It seems to be pretty good. Took me a while to work out how to draw a simple diagram.. most of it's geared up for much more technical/complex stuff... [smile]

Quote:
Quote:
I'm trying to find an example of omnidirectional/point light shadow mapping. Everything I've found so far is in OpenGL
If you do find anything then let me know I'd love to have a go at this myself. Also what OpenGL examples are you looking at?

If I work out how, I'll post it here. I haven't really looked into the OpenGL samples in detail - just in some preliminary searching 90% of the results were OpenGL based..

Jack

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Yeah, except it won't work on ATI cards since these do not support (except the newest X1800) blending with floating point textures :(

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except it won't work on ATI cards

Damn it. Forgot about that. I'm running a 9800 Pro here [headshake]

I guess there is still a way of doing it though, just have to implement my own additive blending operation.

Jack

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One way would be to render your shadowed scene for each light, to a separate render target, then use a pixel shader to sum it up (and maybe do your post-processing operations at the same time).

Another possibility is to encode/decode all your pixels as fixed-point RGBE instead of floating point. Filtering still won't work well, but you'll get back your blending functionality. There is definately a cost to encode/decode colors to RGBE, but there's a cost (both in performance and memory) to use 32-bits floating point too, so i'm not sure which method ends up being faster (probably still the fp32, but that's just a guess).

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