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From: | Simon Adameit |
Subject: | Re: [grt-talk] Some suggestions. |
Date: | Wed, 30 Apr 2003 19:07:50 +0200 |
User-agent: | Mozilla/5.0 (X11; U; FreeBSD i386; en-US; rv:1.3) Gecko/20030407 |
Nikodemus Siivola wrote:
Yes, phong is a trick, controlled by two parameters. And yes, these are traditionally *called* roughness and reflectivity, which really makes no sense: a rough surface is not going to be reflective. It all comes down to phong being a trick.
roughness makes sense as rougher surfaces will blur the reflection of the light-source more and thus create dull highlights. non rough surfaces wouldn't blur the reflection at all and no highlights would be visible.
Area lights are a must. Eventually. But they are also computationally expensive: in some cases it's quite beneficial to be able to just simulate them with cheap tricks: for previews, and for images that would take too long to render otherwise.
In my experience (POV-Ray) adaptive area lights seem to be quite fast but a faster alternative would of course be nice.
Of course, classic phong model can / will be incorporated as well. And it may be that this quest to empower the point-light's is misguided and doomed to fail. I've resolved to try, however. ,)= Smart phong would seem to have an advantage over the classic one: with classic phong you have identical higlights for all lights. With smart phong they can vary with distance and virtual size with no extra computational expense. I'm hoping that this might prove to be a case of "any detail is better than no detail".
I think the planned shader architecture will make it possible for the user to implement whatever he likes, cheap tricks, less cheap tricks and stochastic methods and perhaps even area-lights. So imo we should concentrate on this ;-)
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