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Posted by . [68.22.93.68] on 2004/05/01 08:55:30
in #TF Friction introduced me to this: http://www.daionet.gr.jp/~masa/rth... "Real-Time High Dynamic Range Image-Based Lighting". No doubt some of you have seen this. But I'm curious what do you think would be some useful applications of it in games besides making this/that more glossy/realistic?

Phait
#1 posted by nitin [138.217.7.92] on 2004/05/01 10:07:50
there's some answers in Shambler's new graphics affecting gameplay thread specifically in regards to lighting.
HDRI In Games
#2 posted by WyldeSnake [69.133.75.190] on 2004/05/01 10:38:17
Hrmm....I've seen alot of that information before in 3d Art rings, but I dont think I've seen anyone try to apply it to a game before. I dont really think it would work at all with the current hardware, and the implementations shown on that site look like none of them cast shadows :-\
Exposure
#3 posted by czg [80.202.222.64] on 2004/05/01 11:02:44
What always kinda nagged me about games is that whenever you come out from some dark dungeon and into open landscapes, there'd still be the same overall brightness. I'd like to see a game implement exposure of some kind so as when you enter a dark area, it's dark at first, but generally brightens up as your "eyes" get used to the darkness. Same thing when coming out from a dark cave into a sunlit something; I'd like to see the player be almost blinded as he steps into the light, but have the brighness gradually go down over a minute or two.
Well It Impressed Me...
#4 posted by Mike Woodham [81.154.66.234] on 2004/05/01 11:56:55
... but then so did colour television when I saw it for the first time!
Anyway, I think czg's 'exposure' idea is great and it looks as though it is being implemented in the demo. I can't spot any shadows but the speed that the planets are revolving makes this unimportant at the present time.
Try moving in on the main planet until it is a quarter of the screen and then rotate to create a sunrise effect - the screen gives massive glare until your eyes get used to it and then it darkens slightly.
Just what we want for running out of a cave with several demons chasing you and into the glare of a desert sun: "Crikey, Bunty, which way to go"? "To the left and... aarrrrgh", sreams Bunty as the demon shreds the face clean off Bunty's head.
Mmmmm...
Czg
#5 posted by LTH [144.32.128.13] on 2004/05/01 12:12:41
They did that in the Delta Force games and it sucked.
But then, almost everything about the Delta Force games sucked.
I'm sure a good implementation would look nice.
Factoring Lighting Physiology
#6 posted by HeadThump [65.141.72.232] on 2004/05/01 13:20:58
Now that would be an interesting development -- similar to CZG's observation I have long thought particle effects for explosions and arms fire look unrealistic when the effect is same no matter if it is in open sunlight or midnight. There has been some discussion on Inside3d on using calls to factor an area's shadow volume for Dark Places to modify in map behaviors mainly to implement Thief like hiding in shadows but it certainly could be expanded and implemented as CZG suggest.
Blah
#7 posted by LTH [144.32.128.13] on 2004/05/01 15:13:50
DarkPlaces already allows you to get what current light level you have using an engine builtin. With a bit of QC trickery, there's no reason why such a thing shouldn't be possible, it just requires someone to write the mod.
Lighting Demo
#8 posted by pushplay [68.148.158.216] on 2004/05/01 16:31:40
That's cool, but I'm ready for some unrealistic rendering.
Hiding In Shadows
#9 posted by Preach [217.44.22.244] on 2004/05/01 19:04:58
I helped my mate a bit with a mod that did stealth/hiding with DP. Basically it read the light level, and set your alpha value based on that. Fairly bright light was enough to be fully visible, not quite black was totally invisible. Also, the effect had a maximum rate of change of alpha, so running quickly from shadow to shadow kept you mostly transparent. Then a quick bit of code making monsters less likely to see you based on that alpha value, and bam, stealth quake. The neat thing was that random numbers never go below 0.02, so there was a built in chance for never getting spotted.
If there's interest, I'll ask my mate if I can post it. He's planning on making a full blown mod from it, but the tech test is fun in itself.
Someone May Have Said This
#10 posted by Zwiffle [67.39.42.146] on 2004/05/01 20:18:57
but it'd be cool to fight an enemy that uses the "hide in the shadow then come out of the wall" trick that lots of ninja comics have. Good example: Ninja Scroll or the semi-new Vampire Hunter D movie.
The Semi-new Vampire Hunter D Movie
#11 posted by HeadThump [65.141.72.223] on 2004/05/01 22:43:19
That had many drool worthy graphics
It Did Too
#12 posted by nitin [138.217.7.92] on 2004/05/01 23:47:56
it's one of the few anime movies I have, simply because of the animation.
#13 posted by Vodka [195.208.123.213] on 2004/05/05 04:17:31
u can hide in shadows in q2
Exposure
#14 posted by than [62.189.9.161] on 2004/05/10 08:53:55
Indy Jones and the fate of atlantis did this :)
There was an excavation site with a tunnel you could go into which was dark. If you stayed in there for a few moments you could see a few objects, allowing you to fit something to a generator. It was probably a spark plug to turn on the lights or something. I don't remember.
There have certainly been a few fps games which have the exposure thing in, although I haven't actually played any of them. It sounds like a good idea on paper though.
Exposure
#15 posted by than [62.189.9.161] on 2004/05/10 08:56:18
Indy Jones and the fate of atlantis did this :)
There was an excavation site with a tunnel you could go into which was dark. If you stayed in there for a few moments you could see a few objects, allowing you to fit something to a generator. It was probably a spark plug to turn on the lights or something. I don't remember.
There have certainly been a few fps games which have the exposure thing in, although I haven't actually played any of them. It sounds like a good idea on paper though.

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