Changeset 1483


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Timestamp:
09/22/06 21:42:41 (18 years ago)
Author:
szirmay
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1 edited

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  • GTP/trunk/App/Demos/Illum/Illumination Networks Demo [OpenGL]/ReadMe.txt

    r1482 r1483  
     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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