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Irradiance Probes
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| Adding extra probes around walls | |
| https://twvideo01.ubm-us.net/o1/vault/gdc2018/presentations/CAURANT_GUILLAUME_The_Lighting_Technology.pdf#page=64 | |
| Offset along "bent normal" | |
| https://www.youtube.com/watch?v=ERlcRbRoJF0&t=34m35s | |
| Approximate probe-visibility with cubemap (causes "shadowmap"-like artefacts) | |
| https://research.nvidia.com/sites/default/files/pubs/2017-02_Real-Time-Global-Illumination/light-field-probes-final.pdf | |
| Build approximate geometry | |
| https://www.activision.com/cdn/research/Volumetric_Global_Illumination_at_Treyarch.pdf#page=39 | |
| also | |
| http://mrakobes.com/Nikolay.Stefanov.GDC.2016.pdf#page=56 | |
| https://www.gdcvault.com/play/1023273/Global-Illumination-in-Tom-Clancy | |
| Save best-probes in voxels - also weigh by angle to normal (and other magic) | |
| http://advances.realtimerendering.com/s2015/SIGGRAPH_2015_Remedy_Notes.pdf#page=105 | |
| Again, add probes close to walls (but with tetrahedra) | |
| http://twvideo01.ubm-us.net/o1/vault/gdc2012/slides/Programming%20Track/Cupisz_Robert_Light_Probe_Interpolation.pdf | |
| Probe-visibility by "tetrahedral"-shadowmap | |
| https://www.ppsloan.org/publications/CoD_IW.pptx | |
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