Timeline for 3D-lighting considerations
Current License: CC BY-SA 4.0
9 events
when toggle format | what | by | license | comment | |
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Oct 19 at 6:05 | vote | accept | william | ||
Oct 18 at 19:01 | answer | added | Mooing Duck | timeline score: 3 | |
Oct 18 at 16:15 | comment | added | Mooing Duck | "each coordinate that is illuminated by the light-source become its own light-source of a lesser intensity to the original's". "Path Tracing" is an optimized version of this, and only became "real-time" in 2019 in the absolutely most expensive RTX graphics cards. They do it in real time by rendering at like half resolution, and then using AI to upscale the low resolution and noisy image into a sharp 4k frame. | |
Oct 18 at 16:10 | comment | added | Mooing Duck | "A more demanding approach further still is to then have each coordinate's Value-figure increase in accord with its relative position to a point light-source." That's basically what most games did, except they calculate the light sources per vertex, and then interpolate for the per-pixel calculation. | |
Oct 18 at 16:08 | comment | added | Mooing Duck | "give each a ‘sun-height’ value between 0-180" That's reasonable for a perfectly flat, perfectly level surface, but doesn't work well for other cases. | |
Oct 18 at 16:07 | comment | added | Mooing Duck | "the simplest way... is just to provide a Value-figure... to each pixel according to whether you think the area of the scene is more or less in shadow" That's exactly how all 3d lighting works. It's not simple. | |
Oct 18 at 13:40 | comment | added | DMGregory♦ | Have you researched how lighting functions work in games? This isn't something you need to puzzle out from first principles (unless the puzzling-out itself is your goal) — there are lots of articles explaining lighting/shading methods like Gouraud, Lambertian, Blinn-Phong, baked light maps, and more recently BRDFs in physically based renderers. Then there's shadow mapping, PCF, variance shadow maps, environment maps, screenspace reflections, reflection probes, radiance propagation volumes and other realtime global illumination techniques... | |
S Oct 18 at 12:35 | review | First questions | |||
Oct 19 at 6:11 | |||||
S Oct 18 at 12:35 | history | asked | william | CC BY-SA 4.0 |