tag:blogger.com,1999:blog-3460906122833508895.post3382592314898548992..comments2024-02-13T00:25:34.752-06:00Comments on Graphic Rants: Tiled Light CullingBrian Karishttp://www.blogger.com/profile/03069330593380092516noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-3460906122833508895.post-8711895399492451092012-05-27T14:09:58.710-05:002012-05-27T14:09:58.710-05:00A lumen (lm) is a unit of the amount of light emit...A lumen (lm) is a unit of the amount of light emitted in any direction from a light source. It is independent from surface area or distance. The r^2/d^2 formula makes sense if the units of the light source were in lux, which is lm/m^2. Perhaps a more accurate thing to say is replace the r^2 with a constant but unless you have a camera model that you are trying to exactly match to the settings of a real world camera there will always be an exposure fudge factor which can nicely eat up any arbitrary constants. Maybe I should write a post about this concept as it simplifies so many physically based rendering formulas for us game guys that the FX guys can't necessarily take advantage of.Brian Karishttps://www.blogger.com/profile/03069330593380092516noreply@blogger.comtag:blogger.com,1999:blog-3460906122833508895.post-10192023992656587812012-05-22T22:01:48.899-05:002012-05-22T22:01:48.899-05:00Hi, i dont get the statement " you are dealin...Hi, i dont get the statement " you are dealing with light values in lumens you can replace the r^2 factor with 1". Is it possible that you explain it more ? Thank youSébastien Lagardehttps://www.blogger.com/profile/11170507314218400784noreply@blogger.com