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	<title>UncleZeiv&#039;s Corner &#187; indirect lighting</title>
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		<title>More indirect lighting stuff</title>
		<link>http://unclezeiv.kerid.org/2008/08/more-indirect-lighting-stuff?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=more-indirect-lighting-stuff</link>
		<comments>http://unclezeiv.kerid.org/2008/08/more-indirect-lighting-stuff#comments</comments>
		<pubDate>Sun, 17 Aug 2008 10:28:11 +0000</pubDate>
		<dc:creator>UncleZeiv</dc:creator>
				<category><![CDATA[Blender]]></category>
		<category><![CDATA[Coding]]></category>
		<category><![CDATA[Graphics]]></category>
		<category><![CDATA[GSoC 2008]]></category>
		<category><![CDATA[indirect lighting]]></category>

		<guid isPermaLink="false">http://unclezeiv.kerid.org/?p=54</guid>
		<description><![CDATA[This week I have been busy completing the indirect lighting part of my project, but this turned out to be harder than expected. The problem was not particularly the algorithm itself, as I&#8217;m currently implementing a naive variant. As a reader pointed out, the state of the art in instant radiosity is currently Metropolis Instant [...]]]></description>
			<content:encoded><![CDATA[<p>This week I have been busy completing the indirect lighting part of my project, but this turned out to be harder than expected. The problem was not particularly the algorithm itself, as I&#8217;m currently implementing a naive variant. As a reader pointed out, the state of the art in instant radiosity is currently <a href="http://www710.univ-lyon1.fr/~bsegovia/papers/mir.html" target="_blank">Metropolis Instant Radiosity</a> by Benjamin Segovia, but implementing that is not trivial and is left as future work.</p>
<p>I actually had a hard time figuring out <strong>how to read surface colors</strong>, which is something I need to color indirect lights and obtain color bleeding in the end. In the end I came up with some <em>very</em> <strong>hackish code</strong> that for sure wouldn&#8217;t be accepted in trunk. On the other hand I can&#8217;t see a cleaner way to do that without some changes in the existing Blender codebase. I have to talk to some other developer and see what&#8217;s the best thing to do.</p>
<p>Anyway, right now I have the ability to generate 1st and 2nd bounce indirect lighting from area lights, taking colours into account. I was able to obtain a rendering like this one:</p>
<div id="attachment_53" class="wp-caption aligncenter" style="width: 410px"><a href="http://unclezeiv.kerid.org/download/2008/08/unfinished_match_indir.png"><img class="size-medium wp-image-53" title="&quot;Unfinished Match&quot; with indirect lighting" src="http://unclezeiv.kerid.org/download/2008/08/unfinished_match_indir-400x250.png" alt="&quot;Unfinished Match&quot; with indirect lighting" width="400" height="250" /></a><p class="wp-caption-text">&quot;Unfinished Match&quot; with indirect lighting - Tree creation time: 00:04.64 - Lights: 19968 (0l + 0s + 19968o) (10000d + 9968i) - Error rate: 0.020 Max cut: 1000 - Average cut size: 362.88 - Shadow rays: 345.63 (1.73%) </p></div>
<p>The interesting thing is that this model was previously lit by a very complex lighting setup in order to fake indirect lighting. This rendering was obtained by placing <strong>a single area light</strong> behind the window.</p>
<p>Here are some more tests:</p>
<div id="attachment_56" class="wp-caption aligncenter" style="width: 187px"><a href="http://unclezeiv.kerid.org/download/2008/08/test1.png"><img class="size-medium wp-image-56" title="Color bleeding test" src="http://unclezeiv.kerid.org/download/2008/08/test1-177x400.png" alt="Color bleeding test" width="177" height="400" /></a><p class="wp-caption-text">Here there&#39;s an area light near the wall, turned upwards at 45°.</p></div>
<div id="attachment_55" class="wp-caption aligncenter" style="width: 276px"><a href="http://unclezeiv.kerid.org/download/2008/08/h2.png"><img class="size-medium wp-image-55" title="Hangar test" src="http://unclezeiv.kerid.org/download/2008/08/h2-266x400.png" alt="Hangar test" width="266" height="400" /></a><p class="wp-caption-text">Hangar test - Here I exaggerated indirect lighting through post-process.</p></div>
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