making dynamic irradiance environment maps

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mogumbo
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making dynamic irradiance environment maps

Post by mogumbo » Thu Dec 06, 2018 2:07 am

I want to implement a dynamic irradiance environment cubemap and possibly its cousin, a specular environment map with varying roughnesses stored at the different mipmap levels. I prefer to do this in Ogre 1.9 because I want to make it work with Gazebo, but it's possible my team could switch to a newer version of Ogre if we had enough motivation.

There are plenty of articles and maybe even some sample code online that could help me implement this stuff. Is there any infrastructure already in Ogre3D that can help me out, such as code that blurs cubemaps or converts them to spherical harmonics? My searches haven't turned up anything yet.
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paroj
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Re: making dynamic irradiance environment maps

Post by paroj » Mon Dec 17, 2018 2:30 am

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mogumbo
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Re: making dynamic irradiance environment maps

Post by mogumbo » Mon Dec 17, 2018 11:04 pm

Thanks for the links, Paroj. I was looking for tools in Ogre3D that would help me create irradiance and specular cubemaps, but I still don't see any of that here. These are good resources, though, and your second link references IBLBaker which is a solid example of what I want to do in my project.
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paroj
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Re: making dynamic irradiance environment maps

Post by paroj » Mon Dec 17, 2018 11:36 pm

as for generating that with Ogre there is only the dynamic cubemap demo:
https://github.com/OGRECave/ogre/blob/m ... eMapping.h

you would have to implement everything beyond that yourself.
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