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@pixelmager
Last active June 27, 2025 04:35
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  1. pixelmager renamed this gist May 7, 2020. 1 changed file with 0 additions and 0 deletions.
    File renamed without changes.
  2. pixelmager revised this gist May 7, 2020. 1 changed file with 16 additions and 11 deletions.
    27 changes: 16 additions & 11 deletions irradiance_probes
    Original file line number Diff line number Diff line change
    @@ -1,25 +1,30 @@
    Adding extra probes around walls
    https://twvideo01.ubm-us.net/o1/vault/gdc2018/presentations/CAURANT_GUILLAUME_The_Lighting_Technology.pdf#page=64
    Adding extra probes around walls (detroit become human)
    - 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
    - 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
    Approximate probe-visibility with cubemap (causes "shadowmap"-like artefacts), DDGI, McGuire
    - https://research.nvidia.com/sites/default/files/pubs/2017-02_Real-Time-Global-Illumination/light-field-probes-final.pdf
    - https://developer.download.nvidia.com/video/gputechconf/gtc/2019/presentation/s9900-irradiance-fields-rtx-diffuse-global-illumination-for-local-and-cloud-graphics.pdf

    Build approximate geometry
    https://www.activision.com/cdn/research/Volumetric_Global_Illumination_at_Treyarch.pdf#page=39
    - 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
    - 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
    - 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
    - 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
    - https://www.ppsloan.org/publications/CoD_IW.pptx

    Farcry
    - https://twvideo01.ubm-us.net/o1/vault/gdc2015/presentations/McAuley_Stephen_Rendering_the_World.pdf

    Sebastian Legarde
    - https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
  3. pixelmager revised this gist Mar 5, 2019. 1 changed file with 3 additions and 2 deletions.
    5 changes: 3 additions & 2 deletions irradiance_probes
    Original file line number Diff line number Diff line change
    @@ -9,6 +9,9 @@ https://research.nvidia.com/sites/default/files/pubs/2017-02_Real-Time-Global-Il

    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
    @@ -20,5 +23,3 @@ Probe-visibility by "tetrahedral"-shadowmap
    https://www.ppsloan.org/publications/CoD_IW.pptx


    http://mrakobes.com/Nikolay.Stefanov.GDC.2016.pdf
    https://www.gdcvault.com/play/1023273/Global-Illumination-in-Tom-Clancy
  4. pixelmager created this gist Mar 5, 2019.
    24 changes: 24 additions & 0 deletions irradiance_probes
    Original file line number Diff line number Diff line change
    @@ -0,0 +1,24 @@
    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

    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


    http://mrakobes.com/Nikolay.Stefanov.GDC.2016.pdf
    https://www.gdcvault.com/play/1023273/Global-Illumination-in-Tom-Clancy