|
|
Good job of looking into other factors for squeezing more realism out of radiosity.
Kari Kivisalo wrote:
> My empirical studies with MegaPOV radiosity have shown that it
> works as advertised. There are some other factors that are more
> important for realism than the radiosity settings.
>
> 1. assumed_gamma & Display_Gamma
>
> These parametrs relate only to the CRT and have nothing to do
> with simulating light transport and should be taken out of
> the simulation by using assumed_gamma 1.0. Display_Gamma should
> be set to a value correct for the particular monitor.
>
> 2. Light source intensity distribution
>
> In real life there are no omnidirectional light sources. By this I mean
> that all ligh sources have some charachteristic intensity distribution.
> In this scene the light source is a flat square panel. It's projected
> area decreases by cos(angle) and so does it's brightness. For this reason
> just using area_light isn't enough because it still radiates in all
> directions with equal intensity (see fig.3). I used spotlight to simulate
> this cosine falloff. (tightness 0 produces cos(angle*2)/2+0.5 intensity)
>
> 3. fade_power
>
> In real life light source's apparent brightness follows 1/r^2 equation.
> The correct value for fade_distance seems to be 1.4*light_source_diameter.
>
> All three factors must be taken into account if relism is the goal.
>
>
> As proof I present 3 images (gamma 2.2):
>
> 1) The Cornell reference image.
>
> 2) MegaPOV 0.5 image rendered with with:
> assumed_gamma 1.0, Display_Gamma=2.2
> spotlight modifier
> fade_power 2
>
> This is a nice match with basically the default MegaPOV radiosity settings.
> All texture and radiosity parameters within nominal range.
>
> 3) The same scene with same settings without:
> assumed_gamma
> spotlight modifier
> fade_power
>
> (Texture and light colors gamma corrected)
>
> This is a typical 1st attempt at radiosity. Too much color bleed,
> not enough diffuse light, flat shading.
>
> Once again, the difference between images 2 and 3 is caused by
> assumed_gamma, spotlight and fade_power. Source to binaries.scene-files
> by Monday.
>
> _______________________________________________________________________
> Kari Kivisalo www.kivisalo.net
>
> ------------------------------------------------------------------------
> [Image]
--
Samuel Benge
E-Mail: STB### [at] aolcom
Visit my isosurface tutorial at http://members.aol.com/stbenge
Post a reply to this message
|
|