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@pixelmager
Last active June 27, 2025 04:35
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Irradiance Probes
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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