20,741
edits
Parnikkapore (talk | contribs) m (Added ALS article to header) |
|||
| Line 43: | Line 43: | ||
All effects are available, for a working implementation aircraft-side, see the Space Shuttle development repository. | All effects are available, for a working implementation aircraft-side, see the Space Shuttle development repository. | ||
=== Multi-channel lightmaps via Blender === | |||
{{Stub}} | |||
There are two basic possibilities to bring light to a scene in real-time 3d rendering. One is to specify the geometry (i.e. the location and characteristics of a light source) and compute which surfaces are illuminated by it runtime, the other is to compute the illumination offline and supply it via a texture to the renderer. The latter is called a lightmap. | |||
The advantage of the first family of techniques (to which the deferred approach of [[Project Rembrandt]] belongs) is that it can treat movement of the lights relative to the scene - but because light needs to be computed every frame, the computation is very simple (secondary lights do not cast shadows, lit surfaces do not re-emit diffuse light into the scene,...). | |||
Lightmaps on the other hand only work for a static scene, but since they can be computed offline with the help of raytracing software (which can run for hours if needed), secondary shadows and multiple reflections of light on bright surfaces are not an issue. In addition, at runtime a lightmap corresponds to just a texture lookup, i.e. is very performance-friendly. | |||
For many situations where a light on an airplane illuminates that airplane (both in interior and in exterior view), lightmaps thus are a useful technique and can lead to graphically very impressive outcomes: | |||
[[File:Shuttle lightmap.jpg|800px|Example of a raytracer generated lightmap for the Space Shuttle cockpit]] | |||
Continue reading at [[Howto:Multi-channel lightmap]]... | |||
== In the hangar == | == In the hangar == | ||