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报告翻译问题
I literally have a Master's Degree in Computer Graphics, and I can't find a good explanation for the average person :-\ Look up Spherical Harmonics on Wikipedia, and I bet your eyes will roll into the back of your head and you'll be even more lost, lol.
I'd love to help explain this to you, but I don't think it's possible.
https://www.google.com/search?q=spherical+harmonics+diffus&source=lnms&tbm=isch
Glad to know Kaldaien is MH it up.
- Foliage Sway: (trees and leafs swing around) pretty pointless imo with no visual quality decrease if you turn it off.
- SH Diffuse: High impact FPS, low impact visual quality as well, you have to really focus on the background to see a difference.
- Volumetric Fog thingy: Less FPS and less visual quality if turned on. Always turn off imo.
I have everything maxed out except those 3 and the game runs and looks amazing at 80-100fps.
Still doesn't decrease visual quality, it's fluff effect for immersion. You get used to it fast and I gladly trade 10-15fps for a little immersion in a grinder, it's not a story game after all.
I do think there's one potential for image quality to change with foliage sway though, and that's on the issue of temporal aliasing. There will be slightly less of this if you don't let those transparent textures move back and fro :)
I'm tired of all this crap, it's irrelevant to me now after having been butchered by the medical profession. All that learning about science for ♥♥♥♥♥♥♥ nothing.
But if you really know the subject matter you can always explain it simple terms without the math.
"The aim of science is to make difficult things understandable in a simpler way"
Something like, it's an equation used to solve for diffuse light reflection - light hitting something and spreading out in all directions.
The rendering equation is light hits a surface = all the light that spread outs from it.
Spherical harmonics can solve for this equation, as they are orthogonal and have a property which is similar - movement in direction x = movement in direction y.
The equation has a number of solutions corresponding to an integer. The more solutions you use, the more accurately it represents diffuse light.
https://web.archive.org/web/20030521145638/http://www.research.scea.com/gdc2003/spherical-harmonic-lighting.pdf
Or something like that, I certainly don't know enough about it to say it simply but accurately.
*instant regret*
why am I punishing my self?
Sh diffuse high eliminates it.
You'll only sometimes notice it on Low as it doesnt always occur, but its definitely noticable.
I haven't done anything related to that or even looked at wikipedia but by its name, I guess it basically diagonalize the light integral equation using first few orders of spherical harmonics basis functions and solve for the coefficients using this diagonalized equation.
EDIT: wait someone already mentioned it