IBL(HDRI)illumination on Point Cloud BSSRDF and depth based

IBL(HDRI)illumination on Point Cloud BSSRDF and depth based

Post by Sabotag » Tue, 28 Dec 2004 21:36:14


Is it better to use bent normals in compositing to add a HDR
illumination on SSS or it is better during shading.What is the most
common way of affecting the absorbtion,colors and brightness of the SSS
with HDR in shading and will ambient occlusion kill the softness of SSS.
 
 
 

1. How to find closest point(s) around a specific point in point cloud?

2. How to find closest point(s) around a specific point in point cloud?

I can't find any site with information about the simplest way to
locate the n number of closest points adjacent to a point in a 3d
point cloud with scattered data.

Basically, I've got an array, call it V, with a couple of hundred
positions [x,y,z] and a value (eg [0-100).

Let's say I wanted to pick the 5 closest points around a specific
point, call it P, with a value like [x,y,z] = [10,20,30]

I'm going to have to write functions in different languages, so some
generic pseudo code would be great.

Robert Karlsson

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