Keywords: Graphics, Rendering, Lighting, Lightmap
What Is Direct and Indirect Lighting?
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
Tutorial 15 : Lightmaps
Light Mapping - Theory and Implementation
Light Probe Image Gallery
How is a light probe different than an environmental cube map?
Slow-light Faraday effect: an atomic probe with gigahertz bandwidth.
Light-up probe based on AIEgens: dual signal turn-on for caspase cascade activation monitoring
Real-Time Global Illumination using Precomputed Light Field Probes
Scaling Probe-Based Real-Time Dynamic Global Illumination for Production (Recommended)
Probe-Based Global Illumination
Experimentation framework for probe-based lighting
Image Based Lighting
Shader Fundamentals - Image Based Lighting
Spherical Harmonic Lighting
Spherical harmonic lighting
Spherical Harmonic Lighting: The Gritty Details
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).
Why are normal maps blue and purple in color?
凡是过往，皆为序章。（What's past is prologue） -威廉·莎士比亚《暴风雨》