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Dimmukane:
--- Quote from: Zombiedude on 26 Jun 2009, 18:34 ---Does Portal count?
--- End quote ---
Not actually having looked at how they render the portals in the source code, I believe they just use copies of what is already there. So they're not bouncing the lighting through the portals or anything. The scene's lighting isn't changed by having portals open anywhere. The player might see the effect of lights on the other side of the portal, but the actual lighting of the objects on both ends is unchanged by this.
Most games don't bother with bouncing the lighting off of objects, they just use tricks like ambient occlusion and subsurface scattering to make it appear that way. Or they give an object multiple light sources to make the shadows appear more realistic. Fraser or Joe, am I guessing this right? I haven't really looked into how renderers work that much, this is just a cobbled understanding of where the technology is now.
Melodic:
Yeah, that's about the jist of it. Dynamic lighting, unlike something like physics, is too complex to process realistically in real time, so a whole bunch of shortcuts that give an approximation of realistic lighting are used in lieu. This is also the principal reason why there is no universal standard lighting system, and why different engines utilize different lighting systems, unlike physics (Havok, essentially): no one has agreed on the best or most efficient shortcuts to take to get the best effect.
The worst problem with lighting is that it is applied to everything in the game world: while things like gravity are easy to apply because they only affect certain objects, lighting affects everything universally, at once. In Crysis, for example, it was not so much the foliage itself that caused systems to grind to a halt but rather that applying dynamic lighting to all of those leaves individually is a computing nightmare.
Scarychips:
I'm not sure if it's off-topic, but here goes: Do any of you think that in the near future, we'll be able to apply dynamic lighting in computer programs? Not even in video games, maybe just a stand-alone program showing off the abilities of dynamic lightning.
imapiratearg:
Maybe. I've had a bone with the Havok engine for while now, simply because objects don't seem to have individual masses. You can toss around heavy objects just as easily as small ones, like everything is made of styrofoam.
Dimmukane:
Doom 3 used some degree of dynamic lighting, but I'm pretty sure it was limited to indoor areas only, and didn't drag much because of how dark the game was most of the time.
As far as other programs go, I'm pretty sure they exist. However, they probably require you to wait a few hours to re-render every time you change a setting for the lighting.
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