New lighting in the works?

mayro

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Do to my complete lack of laws pretaining information like this, just earse this is for somereason it falls into that category. The information here is gained from the Microsoft GDCC Powerpoint Presentation that they are allowing you to download 32megs over at there website.

During the slide show presentation they show a slide that has the Algorythem that valve used to do the lighting inside of Half-Life 2. They said while this was a good Algorythem that they have some new more optimized version of that code that makes the lighting faster and better.

This is actualy done through the Normal Mapping, its called PRT. Its on Slide 22 in the presentation in the file called Advanced Pre-Computed Raidence Transfer.

Really, can anyone explain to me what that would all mean? From looking at it, it looks like it would be as simple as changeing that one line of code to the new formula but im really doubting that im right on that. It would appear, atleast to me with this new information that Valve already is in the works on improveing the lighting.

*Personal Oppinion* I guess since DoomIII wants to use the PHYS gun then its ok for Half-Life 2 to switch to Uber Lighting. *End Opinion* *jokeing*
 
there's also ddr in the works

(btw, learn to spell :O)
 
JudgeWorm said:
Is it legal?
Hazar said:
there's also ddr in the works

(btw, learn to spell :O)

Add something constructive or nothing at all. by the way it would be insteresting to see light with a little more "substance" in Half-Life 2, but this sounds more like a performance related tweak. I dont know much of anything about this lighting tech but it sounds neat. It'll be funny when we have dedicated lighting processors, dedicated physics processors and dedicated shading processors etc. :p
 
I did. I informed the people who didn't know that dynamic range rendering is also coming soon.

after all, the title of the thread is.., well you can read
 
Hazar said:
I did. I informed the people who didn't know that dynamic range rendering is also coming soon.

after all, the title of the thread is.., well you can read

I was talking mainly to the "is this legal" fellow. And no I cant read i'm guessing what you just said, in fact. No I dont think they should allow zebras to carry loaded fire arms!

btw: for a second I thought you meant ddr matt support in hl2, w00t for gordon getting his dance fever on.
 
Is high-dynamic range rendering going to be able to run smoothly on current hardware?

Anyone have any idea on the amount of performance hit we'll get?
 
It's not legal, and you shouldn't have been reading those slides.

Could you provide me a link though?
 
HL2 uses a lighting system for objects where their illumination is not determined by the lightmap color (like in HL1) but the influence of each light in the scene is taken into account and that way a character can be lit more realistically. It also takes into account radiosity, indirect lighting, to light the characters. If you place for a example the G-man behind a tall wall, and on the other side of that wall is a bright red light, the G-man will still be lit a bit from the top with red light. This is precalculated.
This information is also used on normal maps. I guess this would fall under "precomputed radiance transfer".

Reality engine does this somehow too, but with dynamic lights versus the static ones of HL2 (www.artificialstudios.com) and unless they use an ambient light too, the result is very nice (see the backyard demo here: http://www.artificialstudios.com/videos.php) and a lot more natural than games where only direct lighting is used (Doom 3, horrible lighting imo) where everything that's not directly lit, is black (unless it uses an ambient light ofcourse). It also uses the words PRT.
 
prt is mainly used to achieve global illumination like effects(soft-shadows,interreflection,subsurface-scattering) with dynamic lights and objects.

You will hear alot about it in the near future as many of the next gen games and engines will use this technique. It's to replace diffuse lighting and lightmaps.

http://files.filefront.com/3639995 it's video from a techdemo using a nextgen engine featuring prt,normal mapping,hdr

http://www.ati.com/developer/demos/rx800.html the subsurface scattering ati demo shows off GI effects like subsurface-scattering,soft-shadows,inter-refelction using prt and spherica harmonic lighting
 
Ok, Mr. I know it all. Is it legal to edit a game to use technology designed for/by another game (Doom 3).
 
HL2 uses a lighting system for objects where their illumination is not determined by the lightmap color (like in HL1) but the influence of each light in the scene is taken into account and that way

in simpler terms , it creates the illusion of walls and objects refracting light , like in real life. If I was a 13 year old kid reading that.. id be like, guh?
 
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