[Radiance-general] light maps in radiance

Andrew Bissell [email protected]
Wed, 20 Mar 2002 14:12:03 -0000


Bernhard

I have done something similar although it was only a simple model as a test.


I started as yourself with parallel images of each surface.  The model was a
12' cube with one window in the south wall.  Once I had those six images I
then used the .jpg's and positioned them in a VRML environment such that I
could walk around the model.  I appreciate that does not solve the
illuminated surfaces question but may offer an alternative.

I plan to produce a more complex model but the issue is one of the time to
set up each camera.  For example if you have drawn 6 columns, each made up
of 8 facets then for the columns alone you would need 48 cameras.  Also
another problem although I have not yet put any thought to the solution
would be if you had say a sloped roof and therefore none rectangular
surfaces.  I think the ideal would be a C++ program which examined a .dxf
file and read in each surface and outputed a view file of all of the cameras
needed.  I think this is possible unfortunatly time is limited.  

An alternative may be a quicktime or similar panoramic.  There are some good
examples available but alas I do not have access to my favourites at the
moment.

I hope that is of some help.

Andrew

> -----Original Message-----
> From:	Bernhard Spanlang [SMTP:[email protected]]
> Sent:	20 March 2002 10:26
> To:	radiance-general
> Subject:	[Radiance-general] light maps in radiance
> 
> Hi,
> 
> I m planning to create an interactive walkthrough model of a building.
> To improve the visual appearance I thought it might be a good idea to
> generate illuminated textures.
> I know people have done this using radiosity solutions getting quite good
> results for example in games engines....
> I was wondering if anyone has done this using radiance ???
> My idea was to use orthogonal cameras in front of every flat surface,
> render
> the whole scene in radiance from that viewpoint
> and then apply the rendered image as a texture back to the surface.
> I know this would work only properly on view independent reflectance
> materials but anyway has anyone tried ?
> 
> Bernhard
> --
> Bernhard Spanlang,
> Department of Computer Science,
> University College London,
> Gower Street,
> London WC1E 6BT,
> email: b.spanlang at cs.ucl.ac.uk
> url: http://www.cs.ucl.ac.uk/staff/b.spanlang
> tel: +44 (0)20 7679 3673
> fax: +44 (0)20 7387 1397
> 
> 
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