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》