VFX_Veteran
Regular
All:
I've just finished coding up some things I needed to brush up on. I've been studying the realistic lighting models by Blinn, Cook-Torrance, Ward, etc.. I've enclosed some screenshot links for your viewing. Here are my questions:
(1) Is the hardware to the point that we can do realistic microfacet distribution of the slopes of rough surfaces, shadowing and masking attenuation of light, and fresnel without using specular maps?
In this pic here:
http://userpages.umbc.edu/~mrowle1/shiny_golf_ball.tif
You see a shiny ball using a very tight slope for microfacets (0.2) with a very high Fresnel value (2.74). Because the ball is bump-mapped, the highlight is spread about and falls off eventually. I can adjust these parameters at will and get an accurate highlight. One concern of mine with using specular maps is how could you build it around the geometry so that it accurately represents the highlight when mapped back on.
Here is a rendering with the specular pass only to get a feel for the spread of the specular calculation:
http://userpages.umbc.edu/~mrowle1/specular_only_ball.tif
Here is the diffuse pass with no specular calculation at all:
http://userpages.umbc.edu/~mrowle1/diffuse_only_ball.tif
If I wanted to make a realtime scene with this ball would that have to be done by multitexturing the specular, bump, diffuse, base color, and 3d noise texture? How many passes would it take on a GF3?
The noise is based off of Ken Perlin's new noise paper (SIGGRAPH 2002) and the noise drives the bump gradient calculation. Could this noise be calculated in realtime and a bump texture map generated on-the-fly based off of this noise?
I'm looking for Cg (or any other language) to allow me to go in and code up things the *REAL* way and then see it in realtime. I believe this is John Carmack's goal too.
Comments?
-M
_________________
Marlin Rowley
Color & Lighting TD
ESC Entertainment, marlin@escfx.com
I've just finished coding up some things I needed to brush up on. I've been studying the realistic lighting models by Blinn, Cook-Torrance, Ward, etc.. I've enclosed some screenshot links for your viewing. Here are my questions:
(1) Is the hardware to the point that we can do realistic microfacet distribution of the slopes of rough surfaces, shadowing and masking attenuation of light, and fresnel without using specular maps?
In this pic here:
http://userpages.umbc.edu/~mrowle1/shiny_golf_ball.tif
You see a shiny ball using a very tight slope for microfacets (0.2) with a very high Fresnel value (2.74). Because the ball is bump-mapped, the highlight is spread about and falls off eventually. I can adjust these parameters at will and get an accurate highlight. One concern of mine with using specular maps is how could you build it around the geometry so that it accurately represents the highlight when mapped back on.
Here is a rendering with the specular pass only to get a feel for the spread of the specular calculation:
http://userpages.umbc.edu/~mrowle1/specular_only_ball.tif
Here is the diffuse pass with no specular calculation at all:
http://userpages.umbc.edu/~mrowle1/diffuse_only_ball.tif
If I wanted to make a realtime scene with this ball would that have to be done by multitexturing the specular, bump, diffuse, base color, and 3d noise texture? How many passes would it take on a GF3?
The noise is based off of Ken Perlin's new noise paper (SIGGRAPH 2002) and the noise drives the bump gradient calculation. Could this noise be calculated in realtime and a bump texture map generated on-the-fly based off of this noise?
I'm looking for Cg (or any other language) to allow me to go in and code up things the *REAL* way and then see it in realtime. I believe this is John Carmack's goal too.
Comments?
-M
_________________
Marlin Rowley
Color & Lighting TD
ESC Entertainment, marlin@escfx.com