Last active
June 27, 2025 04:35
-
-
Save pixelmager/c0506018d2a42b2d7a3403f66d17bdac to your computer and use it in GitHub Desktop.
Revisions
-
pixelmager renamed this gist
May 7, 2020 . 1 changed file with 0 additions and 0 deletions.There are no files selected for viewing
File renamed without changes. -
pixelmager revised this gist
May 7, 2020 . 1 changed file with 16 additions and 11 deletions.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -1,25 +1,30 @@ 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 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 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 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/ -
pixelmager revised this gist
Mar 5, 2019 . 1 changed file with 3 additions and 2 deletions.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal 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 -
pixelmager created this gist
Mar 5, 2019 .There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal 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