[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
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》