CompuServe Messages

#Radiosity

    19-Jan-95 03:04:51
Sb: #Radiosity
Fm: Tim Wilson [Crestline] 76432,1122
To: IMPULSE 72662,3330
Mike (or anyone else interested), I wanted to revisit the subject of a `Molecular Blurring Attribute' again, because I think this is one thing that could dramatically improve the quality of renderings in Imagine. Mind you, I'm not looking for `true radiosity' (if there is such a thing on computers). Instead, I think you might be able to nicely FAKE radiosity by simply blurring ray-traced reflections at the object's surface. What radiosity means to me is simply that objects pick-up diffuse or ambient color from other things around them. Reflections get you halfway there because they also pick up color from surrounding objects. But Imagine's Ray-traced reflections are currently much too sharp to simulate radiosity. All objects in nature (except black holes) reflect light, but their reflections are not sharp because, even though they may feel smooth to the touch, they actually have tiny molecule-sized bumps that bounce light back in many different directions, instead of in a uniform direction like a mirror. I think you could simulate this effect of diffusely reflected light without any complicated ray-casting, by merely applying a blurring algorithm to Ray-traced reflections. I sort of envision it as a slider allowing the user to adjust anywhere between razor sharp reflections (what you have now), to EXTREMELY blurry reflections. This might aid in the realism of metals as well. I have had some success in simulating this false radiosity with global reflection maps. I take the images into an Image Processor, reduce them down in size to, say, 50 pixels square, and then blur the heck out of them. Then I add just a smidgeon of reflectivity to the object, usually in the form of a dark Brush map. And render it in Scanline. The shaded areas of the object positively come alive! But it doesn't work perfectly because the reflections still look more detailed in areas where there is sharp curvature in the object's surface. Furthermore, this approach does not work with Traces because object's internal reflections, and reflections off other objects are still razor sharp, and don't mix with the blurry global map. And, since the technique only works in Scanline, I either have to do without shadows, or use some fancy alpha compositing to put them back in. The Molecular Blurring parameter is the best thing I can think of to create the illusion of diffuse light bouncing off a surface. I think you would be amazed at how much more realistic renderings would look if you put such a feature in. Perhaps this is something that could be simulated with textures. I kind of doubt it though. My experiments with algorithmic bumps were pretty unsuccessful. They came out looking very different depending on the resolution of the renderings, and overall, quite grainy. Any thoughts? -Tim P.S. Thanks for your explanation of the Altitude seam problem. It helps to know more about this stuff.