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	<title>Comments on: Lightcuts: directional lights</title>
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	<link>http://unclezeiv.kerid.org/2008/06/lightcuts-directional-lights?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=lightcuts-directional-lights</link>
	<description>still in love with underscores</description>
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		<title>By: Lightcuts: oriented lights at UncleZeiv&#8217;s Corner</title>
		<link>http://unclezeiv.kerid.org/2008/06/lightcuts-directional-lights/comment-page-1#comment-33</link>
		<dc:creator>Lightcuts: oriented lights at UncleZeiv&#8217;s Corner</dc:creator>
		<pubDate>Wed, 25 Jun 2008 01:31:49 +0000</pubDate>
		<guid isPermaLink="false">http://unclezeiv.kerid.org/?p=22#comment-33</guid>
		<description>[...] Downloads             &#171; Lightcuts: directional lights [...]</description>
		<content:encoded><![CDATA[<p>[...] Downloads             &laquo; Lightcuts: directional lights [...]</p>
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		<title>By: UncleZeiv</title>
		<link>http://unclezeiv.kerid.org/2008/06/lightcuts-directional-lights/comment-page-1#comment-30</link>
		<dc:creator>UncleZeiv</dc:creator>
		<pubDate>Sun, 22 Jun 2008 00:00:43 +0000</pubDate>
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		<description>Thanks anon for your comments and tests. As for banding: I don&#039;t think it depends on the number of lights, because if you take the time to render them through the usual path, it looks better. It seems to be an error on my side, I am looking into it, stay tuned.

Regarding the &quot;strong sunlight&quot;: yes, shadows are single sampled, thus the ugly lack of antialiasing. This works when a large number of faint lights cast shadows together, it works less if you have a &quot;strong sun&quot;. I am thinking about adding a special case for that, or I could transform a &quot;strong sun&quot; in a small collection of nearby &quot;fainter suns&quot;... Anyway I&#039;m aware of the problem and I will cope with it in some way.

Thanks again for your tests!</description>
		<content:encoded><![CDATA[<p>Thanks anon for your comments and tests. As for banding: I don&#8217;t think it depends on the number of lights, because if you take the time to render them through the usual path, it looks better. It seems to be an error on my side, I am looking into it, stay tuned.</p>
<p>Regarding the &#8220;strong sunlight&#8221;: yes, shadows are single sampled, thus the ugly lack of antialiasing. This works when a large number of faint lights cast shadows together, it works less if you have a &#8220;strong sun&#8221;. I am thinking about adding a special case for that, or I could transform a &#8220;strong sun&#8221; in a small collection of nearby &#8220;fainter suns&#8221;&#8230; Anyway I&#8217;m aware of the problem and I will cope with it in some way.</p>
<p>Thanks again for your tests!</p>
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		<title>By: anon</title>
		<link>http://unclezeiv.kerid.org/2008/06/lightcuts-directional-lights/comment-page-1#comment-28</link>
		<dc:creator>anon</dc:creator>
		<pubDate>Sat, 21 Jun 2008 15:48:14 +0000</pubDate>
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		<description>The link got removed in the previous post

http://img2.freeimagehosting.net/uploads/1e7fcd08ae.png</description>
		<content:encoded><![CDATA[<p>The link got removed in the previous post</p>
<p><a href="http://img2.freeimagehosting.net/uploads/1e7fcd08ae.png" rel="nofollow">http://img2.freeimagehosting.net/uploads/1e7fcd08ae.png</a></p>
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		<title>By: anon</title>
		<link>http://unclezeiv.kerid.org/2008/06/lightcuts-directional-lights/comment-page-1#comment-27</link>
		<dc:creator>anon</dc:creator>
		<pubDate>Sat, 21 Jun 2008 15:38:08 +0000</pubDate>
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		<description>Here is a simple test with a strong sunlight and 8k+ pointlights for ambiant lighting. The strong sunlight makes the render a lot faster :)
But there seems to be antialiasing problems with the shadows. 

</description>
		<content:encoded><![CDATA[<p>Here is a simple test with a strong sunlight and 8k+ pointlights for ambiant lighting. The strong sunlight makes the render a lot faster <img src='http://unclezeiv.kerid.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /><br />
But there seems to be antialiasing problems with the shadows.</p>
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	<item>
		<title>By: anon</title>
		<link>http://unclezeiv.kerid.org/2008/06/lightcuts-directional-lights/comment-page-1#comment-25</link>
		<dc:creator>anon</dc:creator>
		<pubDate>Sat, 21 Jun 2008 12:12:54 +0000</pubDate>
		<guid isPermaLink="false">http://unclezeiv.kerid.org/?p=22#comment-25</guid>
		<description>i just made some tests, and one way to improve the results is to randomise a little the lamp locations</description>
		<content:encoded><![CDATA[<p>i just made some tests, and one way to improve the results is to randomise a little the lamp locations</p>
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	<item>
		<title>By: anon</title>
		<link>http://unclezeiv.kerid.org/2008/06/lightcuts-directional-lights/comment-page-1#comment-23</link>
		<dc:creator>anon</dc:creator>
		<pubDate>Fri, 20 Jun 2008 22:40:50 +0000</pubDate>
		<guid isPermaLink="false">http://unclezeiv.kerid.org/?p=22#comment-23</guid>
		<description>Lightcuts are looking awesome, the results are already really interesting :) However there are some noticable banding on your pictures. I guess you need to add even more lights -&gt; if you want to sample a sphere every 1 degree² you need about 64800 samples. With your sample rate it&#039;s about 1 sample for 2.57 degree².

Because the shadows used are sharp, there will be banding even if the envmap is continuous. However if the envmap is irregular, it could give better results compared to other methods.

I wonder if it&#039;s possible to do some sort of softshadowing.</description>
		<content:encoded><![CDATA[<p>Lightcuts are looking awesome, the results are already really interesting <img src='http://unclezeiv.kerid.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  However there are some noticable banding on your pictures. I guess you need to add even more lights -&gt; if you want to sample a sphere every 1 degree² you need about 64800 samples. With your sample rate it&#8217;s about 1 sample for 2.57 degree².</p>
<p>Because the shadows used are sharp, there will be banding even if the envmap is continuous. However if the envmap is irregular, it could give better results compared to other methods.</p>
<p>I wonder if it&#8217;s possible to do some sort of softshadowing.</p>
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