FatGarfield
Newcomer
Hello,
In my recent project, I met a many light rendering problem.
We're trying to navigate an architectual scene in real time with realistic lighting effect and keep the data size minimum for network transfer.
There are 200+ light sources in this scene.
I know there are some solutions for such kind of problem:
1. PRT, the coefficient parameters comsume a large volume of data
2. Generate a light map for each object, but the light maps occupy data space and prone to aliasing
3. Brutal force shading calculation, for 200+ light sources, it is impossible in real time
I have a rough idea, to assign light sources to scene objects. for each object, only takes into account several light souce. The key idea is , the lights source contribute more to the shading and shadow to a mesh are selected as contributor to this mesh.
I did my homework, but I can't find papers on this kind of techniques, anyone has some ideas or suggestions?
thanks for advance for any of your comments.
In my recent project, I met a many light rendering problem.
We're trying to navigate an architectual scene in real time with realistic lighting effect and keep the data size minimum for network transfer.
There are 200+ light sources in this scene.
I know there are some solutions for such kind of problem:
1. PRT, the coefficient parameters comsume a large volume of data
2. Generate a light map for each object, but the light maps occupy data space and prone to aliasing
3. Brutal force shading calculation, for 200+ light sources, it is impossible in real time
I have a rough idea, to assign light sources to scene objects. for each object, only takes into account several light souce. The key idea is , the lights source contribute more to the shading and shadow to a mesh are selected as contributor to this mesh.
I did my homework, but I can't find papers on this kind of techniques, anyone has some ideas or suggestions?
thanks for advance for any of your comments.