Continuing on the same lines as my previous post I thought I would create a few more 2 dimensional lighting simulations. With a little help from a post on normal mapping from a post on Planet Pixel Emporium I was able to create some real time 2D deferred normal lighting using actionscript. The simulation works on a per pixel basis so for large images the method would get very slow.
First lets take a look at the final result and then I will explain how it works. Click the image to the left to start up the application. You'll notice that moving your mouse around over the image moves the light source. Not only does this change information about how far the light should spread, but also the direction of the light with respect to every pixel on the screen.
This allows images to be rendered with a far more realistic depth and 3D feel (compare it to the original image on the right). For this reason the method is used in many modern computer games.
The effect is created using a normal map. A normal map is a way of encoding data about the orientation of a plane using RGB colour. The red channel in the image represents the horizontal gradient of a face, the blue channel represents the vertical gradient, and the blue channel represents the height data (a bump map). The image below shows the normal map used for the image. I created the application by calculating the dot product of the normal at each point in the image with the light vector shining onto that pixel from the mouse's location.
The greater the dot product the more direct the light shining onto a point. In addition to this a distance falloff is used for the light to create the torch-like effect. I just use a factor of one over the square root of the distance as my falloff.
Obviously what isn't being considered in this is shadow casting so it isn't quite a real ray trace, but using bump map information it would be possible to create a real time semi 2-d ray trace.
Just for fun here is another sample, just click to launch it:
great article
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