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

Image-based lighting

Documents

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://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


凡是过往,皆为序章。(What's past is prologue) -威廉·莎士比亚《暴风雨》