[Graphics]Lighting Notes
Keywords: Graphics, Rendering, Lighting, Lightmap
Summary
Indirect Lighting
What Is Direct and Indirect Lighting?
https://blogs.nvidia.com/blog/2022/08/04/direct-indirect-lighting/
Next-gen Lighting
Recalibrating Our Limits: Lighting on ‘Ratchet and Clank: Rift Apart’ (Recommended)
https://www.youtube.com/watch?v=geErfczxwjc
Light Mapping
Overview
A lightmap
is a data structure used in lightmapping
, a form of surface caching
in which the brightness of surfaces in a virtual scene is pre-calculated and stored in texture maps for later use. Lightmaps are most commonly applied to static objects in applications that use real-time 3D computer graphics, such as video games, in order to provide lighting effects such as global illumination
at a relatively low computational cost.
Quoted from: Lightmap
https://en.wikipedia.org/wiki/Lightmap
Documents
Lightmap
https://en.wikipedia.org/wiki/Lightmap
Tutorials
Tutorial 15 : Lightmaps
http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-15-lightmaps/
Blogs
Light Mapping - Theory and Implementation
https://www.flipcode.com/archives/Light_Mapping_Theory_and_Implementation.shtml
Probe-based Lighting
Documents
Light Probe Image Gallery
https://www.pauldebevec.com/Probes/
How is a light probe different than an environmental cube map?
https://computergraphics.stackexchange.com/a/244/8961
Papers
Slow-light Faraday effect: an atomic probe with gigahertz bandwidth.
https://dro.dur.ac.uk/9656/1/9656.pdf
Light-up probe based on AIEgens: dual signal turn-on for caspase cascade activation monitoring
https://pubs.rsc.org/en/content/articlehtml/2017/sc/c6sc04322d
Real-Time Global Illumination using Precomputed Light Field Probes
https://research.nvidia.com/sites/default/files/pubs/2017-02_Real-Time-Global-Illumination/light-field-probes-final.pdf
Scaling Probe-Based Real-Time Dynamic Global Illumination for Production (Recommended)
https://arxiv.org/pdf/2009.10796.pdf
Blogs
Probe-Based Global Illumination
https://zhuanlan.zhihu.com/p/350753497
Examples
Experimentation framework for probe-based lighting
https://github.com/kayru/Probulator
Tile Based Lighting
Blogs
Optimizing tile-based light culling
https://wickedengine.net/2018/01/10/optimizing-tile-based-light-culling/
Image Based Lighting
Documents
Image-based rendering (IBR) is the general term for using images to improve scene rendering time and complexity. The main characteristic of IBR is the use of captured or previously rendered images to reduce the time to render an image by avoiding or reducing the geometric complexity of the rendered scene.
https://www.sciencedirect.com/topics/computer-science/image-based-rendering
Image-based lighting
https://en.wikipedia.org/wiki/Image-based_lighting
Papers
Image-Based Lighting
https://ict.usc.edu/pubs/Image-Based%20Lighting.pdf
http://garryowen.csis.ul.ie/~cs4815/resources/oth13.pdf
Blogs
Image Based Lighting
https://chetanjags.wordpress.com/2015/08/26/image-based-lighting/
Image Based Lighting
https://zhuanlan.zhihu.com/p/26449508
Tutorials
Shader Fundamentals - Image Based Lighting
https://www.youtube.com/watch?v=xWCZiksqCGA
Spherical Harmonic Lighting
Documents
Spherical harmonic lighting
https://en.wikipedia.org/wiki/Spherical_harmonic_lighting
Papers
Spherical Harmonic Lighting: The Gritty Details
Normal Mapping
Why are normal maps blue
Only tangent space normal maps are primarily blue. This is because the colour blue represents a normal of (0,0,1) which would be an unchanged normal when the triangle lies in the plane x and y, i.e. perpendicular to the surface.
Normal vectors in a normal map are expressed in tangent space where normals always point roughly in the positive z direction (means that vector N is close to 1, T and B are close to 0).
References:
https://learnopengl.com/Advanced-Lighting/Normal-Mapping
Why are normal maps blue and purple in color?
https://computergraphics.stackexchange.com/a/8063/8961
BRDF
BRDF (Standard)
Experimental Analysis of BRDF Models
https://www.merl.com/publications/docs/TR2005-151.pdf
GGX BRDF
I3D 2024 Papers Session 2 - Light Transport and Storage (Recommended)
https://www.youtube.com/watch?v=cMo0wFP879U
DONTNOD Physically based rendering chart for Unreal Engine 4
https://seblagarde.wordpress.com/2014/04/14/dontnod-physically-based-rendering-chart-for-unreal-engine-4/
凡是过往,皆为序章。(What's past is prologue) -威廉·莎士比亚《暴风雨》