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KHR_lights_punctual extension proposal #1223

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31ca6c2
First draft of khr_lights
MiiBond Jan 10, 2018
524fd6b
Updates to clarify units
MiiBond Jan 18, 2018
8cb0c17
Removing hemisphere light
MiiBond Jan 18, 2018
bd8938e
Update spotlight property description
MiiBond Jan 24, 2018
07a8fec
Adjustments to light descriptions for directional and spotlights
MiiBond Jan 25, 2018
2113228
Clarifying usage of ambient lights and colour space of lights
MiiBond Jan 29, 2018
e7ae552
Adding base node properties to lights
MiiBond Feb 5, 2018
0610717
Removing name properites from lights in KHR_lights example.
MiiBond Feb 5, 2018
72096c4
Adding light's name property back in for consistency
MiiBond Feb 6, 2018
e495b9e
Fix typos in schemas
MiiBond Feb 13, 2018
625b28e
Remove redundant bounds specification for inner and outer cone angles
MiiBond Mar 14, 2018
dbc99db
Fix inconsistency in spotlight angle bounds
MiiBond Mar 14, 2018
8326130
Updates to light schemas
MiiBond Mar 15, 2018
26f376f
Merge branch 'master' of github.com:KhronosGroup/glTF into khr_lights_v1
MiiBond Apr 3, 2018
0a79dc7
Move KHR_lights to match new folder structure
MiiBond Apr 3, 2018
6aff0cc
Few tweaks to address comments
MiiBond Apr 11, 2018
6e871f6
Adding range
MiiBond May 24, 2018
c605724
Add range property to schema
MiiBond May 24, 2018
766ba65
Remove reference to aesthetic reasons for using light range.
MiiBond May 30, 2018
b5dff39
Merge branch 'master' of github.com:KhronosGroup/glTF into khr_lights_v1
MiiBond Jun 27, 2018
8ae54ee
Rename extension and remove ambient lights
MiiBond Jun 27, 2018
3dcdfb0
Format exponents.
Jul 2, 2018
bd047d4
Update readme title.
Jul 3, 2018
34ae110
Update inner and outer angle description for spotlights
MiiBond Jul 6, 2018
382d3d6
Merge branch 'master' of github.com:KhronosGroup/glTF into khr_lights_v1
MiiBond Jul 6, 2018
be36985
Merge branch 'khr_lights_v1' of github.com:MiiBond/glTF into khr_ligh…
MiiBond Jul 6, 2018
2945499
Remove reference to UE4 and Frostbite
MiiBond Jul 6, 2018
08bc3c7
Remove more references to ambient lights
MiiBond Jul 12, 2018
28d2bac
Make it clearer that the spotlight code is for the attenuation betwee…
MiiBond Jul 12, 2018
78a93ae
Updating the list of contributors
MiiBond Aug 9, 2018
d9a6811
Updating the description for range
MiiBond Aug 9, 2018
50050e6
Merge branch 'master' of github.com:KhronosGroup/glTF into khr_lights_v1
MiiBond Aug 24, 2018
66dfb38
Change default light direction from pointing down +Z to pointing down -Z
MiiBond Aug 24, 2018
1048d16
Address several comments
MiiBond Sep 5, 2018
10ed0c6
Scale affects light orientation, not properties.
Oct 2, 2018
d9313cf
Remove space in filename.
Oct 3, 2018
fa6d985
Remove space in filename.
Oct 3, 2018
2d240ec
+z -> -z
Oct 3, 2018
93ae7df
Make 'light' required on node.
Oct 15, 2018
e4989c1
Make 'lights' required on top-level extension.
Oct 15, 2018
03f63e0
Use default values when 'spot' property is omitted.
Oct 15, 2018
f49c51e
Make spot property required when type is 'spot'.
Oct 23, 2018
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144 changes: 144 additions & 0 deletions extensions/2.0/Khronos/KHR_lights/README.md
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# KHR\_lights

## Contributors

* Norbert Nopper, UX3D, <mailto:nopper@ux3d.io>
* Thomas Kress, UX3D, <mailto:kress@ux3d.io>
* Mike Bond, Adobe, <mailto:mbond@adobe.com>

## Status

Draft (not ratified yet)

## Dependencies

Written against the glTF 2.0 spec.

## Overview

This extension defines a set of lights for use with glTF 2.0.

Many 3D tools and engines support built-in implementations of light types. Using this extension, tools can export and engines can import these lights.

This extension defines four light types: `ambient`, `directional`, `point` and `spot`.

## Lights

Lights define light sources within a scene.

`ambient` lights are not transformable and, thus, can only be defined on the scene. All other lights are contained in nodes and inherit the transform of that node.

A conforming implementation of this extension must be able to load light data defined in the asset and has to render the asset using those lights.

### Defining Lights

Lights are defined within an dictionary property in the glTF manifest file, by adding an `extensions` property to the top-level glTF 2.0 object and defining a `KHR_lights` property with a `lights` array inside it.

Each light defines a mandatory `type` property that designates the type of light (`ambient`, `directional`, `point` or `spot`). The following example defines a white-colored directional light.

```javascript
"extensions": {
"KHR_lights" : {
"lights": [
{
"color": [
1.0,
1.0,
1.0
],
"type": "directional"
}
]
}
}
```

### Adding Light Instances to Nodes

Nodes can have lights attached to them, just like any other objects that have a transform. Only lights of types `directional`, `point`, and `spot` have position and/or orientation so only these light types are allowed. These lights are attached to a node by defining the `extensions.KHR_lights` property and, within that, an index into the `lights` array using the `light` property.

```javascript
"nodes" : [
{
"extensions" : {
"KHR_lights" : {
"light" : 0
}
}
}
]
```

For light types that have a position (`point` and `spot` lights), the light's position is defined as the node's world location.
For light types that have a direction (`directional` and `spot` lights), the light's direction is defined as the 3-vector `(0.0, 0.0, 1.0)` and the rotation of the node orients the light accordingly.

### Adding Light Instances to Scenes

Lights that have no transform information can be attached to scenes. `ambient` lights have no position, no orientation and no range. They are therefore global and belong to a scene rather than a node. These lights are attached to the scene by defining the `extensions.KHR_lights` property and, within that, an index into the `lights` array using the `light` property.

```javascript
"scenes" : [
{
"extensions" : {
"KHR_lights" : {
"light" : 0
}
}
}
]
```

### Light Types

All light types share the common set of properties listed below.

#### Light Shared Properties

| Property | Description | Required |
|:-----------------------|:------------------------------------------| :--------------------------|
| `name` | Name of the light. | No, Default: `""` |
| `color` | RGB value for light's color in linear space. | No, Default: `[1.0, 1.0, 1.0]` |
| `intensity` | Brightness of light in. The units that this is defined in depend on the type of light. `point` and `spot` lights use luminous intensity in candela (lm/sr) while `directional` lights use illuminance in lux (lm/m^2) | No, Default: `1.0` |
| `type` | Declares the type of the light. | :white_check_mark: Yes |
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Property Description Required
range Hint defining a distance cutoff at which the light's intensity may be considered to have reached zero. Supported only for point and spot lights. No, Default: 0.0

The range property (allowed only on point and spot lights) suggests a distance cutoff at which the light's intensity may be considered zero, and the light no longer affects the surrounding area. Engines may choose — but are not required — to ignore the light beyond this range, such as for performance reasons.

Within the range of the light, attenuation should follow the inverse square law as closely as possible, although some non-quadratic falloff near the edge of the range may be used to avoid a hard cutoff. A range of 0 implies that no cutoff should be used, attenuating only according to inverse square law.

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^Suggested addition. I slightly prefer the term "range" to "radius", on the assumption that it may later apply to other light types, like area lights.

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Lol, this has put a knot into my brain :-) But range with default 0.0 is fine for me know.


#### Ambient

Ambient lights define constant lighting throughout the scene. They are referenced only by a scene object and only 1 can be referenced per scene.

#### Directional

Directional lights are light sources that act as though they are infinitely far away and emit light in the direction of the +z axis. This light type inherits the orientation of the node that it belongs to. Because it is at an infinite distance, the light is not attenuated. It's intensity is defined in lumens per metre squared, or lux (lm/m^2).

#### Point

Point lights emit light in all directions from a position in space. The brightness of the light attenuates in a physically correct manner as distance increases from the light's position (i.e. brightness goes like the inverse square of the distance). Point light intensity is defined in candela, which is lumens per square radian (lm/sr).

#### Spot

Spot lights emit light in a cone over a distance. The angle and falloff of the cone is defined using two numbers, the `innerConeAngle` and `outerConeAngle`. As with point lights, the brightness also attenuates in a physically correct manner as distance increases from the light's position (i.e. brightness goes like the inverse square of the distance). Spot light intensity refers to the brightness inside the `innerConeAngle` and is defined in candela, which is lumens per square radian (lm/sr). Engines that don't support two angles for spotlights should use `outerConeAngle` as the spotlight angle (leaving `innerConeAngle` to implicitly be `0`).

| Property | Description | Required |
|:-----------------------|:------------------------------------------| :--------------------------|
| `innerConeAngle` | Angle, in radians, from centre of spotlight where falloff begins. Must be greater than or equal to `0` and less than `outerConeAngle`. | No, Default: `0` |
| `outerConeAngle` | Angle, in radians, from centre of spotlight where falloff ends. Must be greater than `innerConeAngle` and less than or equal to `PI / 2.0`. | No, Default: `PI / 4.0` |

```javascript
"extensions": {
"KHR_lights" : {
"lights": [
{
"spot": {
"innerConeAngle": 0.785398163397448,
"outerConeAngle": 1.57079632679,
},
"color": [
1.0,
1.0,
1.0
],
"type": "spot"
}
]
}
}
```
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