ronviers
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Hi,
I have not worked with 3D yet so this is probably not a very good question, but is the HDRI lighting that FF uses the same thing as radiosity? I read about it here: http://en.wikipedia.org/wiki/Radiosity Thanks, Ron @ronviers |
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Posted: May 18, 2007 1:58 am | ||
onyXMaster
Posts: 350 |
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Posted: May 18, 2007 2:03 am | ||
ronviers
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Thanks onyXMaster,
The history site was very helpful as well as interesting. I have to check out ‘Flight of the Navigator’ one of these days. So if I have this straight; radiosity is 3D environment lighting, while HDRI lighting is photo-based reflection mapping using environment maps generated by full view panoramic images (what is the term for spherical panoramas?). @ronviers |
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Posted: May 18, 2007 2:37 am | ||
rilos |
Hi ronviers,
radiosity (more general known as "Global Illusion" - GI) means that all the light in an image is used to lighten the objects in View. That means, that also the objects, that surrounds an Object in focus lighten up this object by indirect light and influencing the color of the light by their own color. Modern 3D-Render-Engines use different kind of algorithms to perform that global illusion. But you can use GI and HDRI together which gives very realistic looking renderings but costs quite a lot of rendertime. The Thing about HDRI is, that these images contain more detailled light information than normal jpg-Pictures do. Normally jpg-Pics use 8 bit per color-channel, hdri-images contain up to 32bits of information per channel. In reality the sunlight is much more brighter than a jpg could take and the relation between the brightest spots to the darkest is restricted to 256 steps (Lab-Channel). HDRI-Images cannot be viewn by any display or monitor due to its very large brightness range. But the information in an hdri can be used by renderengines to create these realistic renderings. regards, Rilos regards, rilos |
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Posted: May 21, 2007 9:02 am | ||
ronviers
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Hi Rilos, thank you for the explanation and the added clarification. My experiences with HDR before FF had been disappointing because they had dealt with bracketed RAWs, merged, edited on a standard PC monitor, then saved as jpg and displayed on a PC monitor. This resulted in a dilution of saturation and contrast – arguably the perceptual equivalent of drama. So my interest in HDR quickly waned. Now I find that HDR images can be used by render engines as light sources for reflection maps and I understand what the big deals is about.
I can imagine how render times would increase dramatically just moving from standard illumination to global (spherical panoramas) then to add HDR on top of that we are talking some serious processing. In addition I read in this article: http://blogs.adobe.com/jnack/2006/12/...mprov.html that HDR is 32bit floating point not integer as is implied. I am not sure if 32bit floating point is enough to represent the entire range of tones humans can perceive but it is getting there. This is an exciting time because not only are all these things possible but they have been standardized, implemented and made available both in terms of price and processing power. I guess Adobe intends for PS to be standard utility for creating/editing HDRI images for render engines. Brgds, Ron @ronviers |
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Posted: May 21, 2007 12:58 pm | ||
onyXMaster
Posts: 350 |
Well, HDR is a channel format, which allows us to express light values with increased precision and range, which is enough not only for display, but also for next-to-lossless processing. The major shift is not from 8 to 32-bit (there are 16-bit HDR formats), but the shift from integer to floating point, which adapts very well to the imaging needs, providing required precision in the 0-1 range which is considered the unadjusted vision limits and providing required range above 1 range, allowing us to express the notion of "very very bright" objects, which are subject to human vision exposure adaptation.
On the accuracy of percieved tone representation -- while HDR itself as a format greatly improves the realism of the images (also allowing us to simulate vision adaptation without faking glow or bloom), it has nothing to do with properly representing tones -- it is a task for color model along with color management system. Also, I consider 32-bit RGB HDR images to be enough for current needs, since we still have inferior (often unadjusted and uncalibrated) display hardware. To conclude: real power of HDR lies in preserving more information from original environment it was created from (or synthesized with programs like Filter Forge), to allow further processing simulating human vision exposure adaptation phenomena on common displays. |
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Posted: May 21, 2007 1:19 pm | ||
onnetz
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just to add to whats already been said..
gi = global illumination.. hdri = high definition resolution image.. readiosity is the algorythm used to give the impression of light becoming colored from an object and projecting onto another.. like a red ball on a white floor.. giving a red glow to the floor. |
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Posted: August 22, 2007 7:02 pm | ||
Biomechanic
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Posts: 122 |
Can I just say that some of the acronyms used in this thread are incorrect...
GI - Global Illumination HDRI - High Dynamic Range Imaging and 'readiosity' is actually Radiosity |
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