source: GTP/trunk/App/Demos/Illum/Illumination Networks Demo [OpenGL]/ReadMe.txt @ 1483

Revision 1483, 3.1 KB checked in by szirmay, 18 years ago (diff)
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1Illumination networks estimate the discretized volumetric rendering equation by a Monte Carlo quadrature with a given set of directions. The process of calculation is described in details in the GameTools technical documentation deliverable (chapter 13). The main idea behind this method is to calculate incoming light radiance for a given set of directions for each particle. For any given direction and particle it is defined which other particle is the closest visible one from the given particle. This way the particles form a network according to this visibility information. This network can be used to calculate incoming radiance for every direction with an iteration process. During rendering we need the amount of radiance heading towards the eye to shade the individual particles.
2The tool offers real time rendering of realistically shaded participating media with multiple anisotropic scattering for multiple dynamic (both position and color can change) light sources. Even dynamic light sources inside the medium can be modeled.
3
4Usage
5-----
6This sample application displays a cloud shaded with two light sources and skylight. The camera can be rotated around the cloud, one of the light sources can be moved, light colors and the cloud properties (albedo, opacity, scattering symmetry) can be changed.
7Controls:
8o       w, s : moves camera closer and further from cloud
9o       a, d : rotates camera around cloud
10o       r, f : moves camera up and down
11o       left, right : rotates light source around cloud
12o       up, down : moves light source up and down
13o       F1, shift + F1: increase, decrease iterate count (recommended to set to 1)
14o       F2, shift + F2 : increase, decrease cloud albedo
15o       F3, shift + F3 : increase, decrease cloud opacity
16o       F4, shift + F4 : increase, decrease red color value of light 1.
17o       F5, shift + F5 : increase, decrease green color value of light 1.
18o       F6, shift + F6 : increase, decrease blue color value of light 1.
19o       F7, shift + F7 : increase, decrease red color value of light 2.
20o       F8, shift + F8 : increase, decrease green color value of light 2.
21o       F9, shift + F9 : increase, decrease blue color value of light 2.
22o       F10, shift + F10 : increase, decrease red color value of skylight
23o       F11, shift + F11 : increase, decrease green color value of skylight
24o       F12, shift + F12 : increase, decrease blue color value of skylight
25o       p : start/stop screenshot saving
26o       h : change heads up display
27o       l : change display
28Display types:
29o       Normal: shows the shaded cloud.
30        The following display types are for debugging and representation:
31o       Visible particles from light source colored with their ids.
32o       Light visibility map: binary map contains 1 in column j if the particle is visible from the light source in direction j. It has two rows for the two light sources.
33o       Illumination map1: last result of the illumination map.
34o       Illumination map2: refreshed illumination map.
35o       Eye radiance map: outgoing radiances of the particles towards the eye.
36
37Run
38---
39
40Run src/IllumNetworks.exe
41
42Build
43-----
44
45Load and build src/IllumNetworks.sln
46Some resource includes and libs are located in RESOURCES
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