Lightmap theory and rendering

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2 comments, last by taby 8 years, 2 months ago

I couldn't find any good article about rendering light maps theory and rendering.

Found nothing in my books either.

Any good source on this subject?

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Broad question,
you need automatic UV unwrapping.
You need to think of how you wanna store directional information to support bump mapping (Spherical Harmonics, primary light direction...)
You need to decide a method to calculate light per texel (radiosity solver, rastering enviroment maps...)
You need to store probes for dynamic objects and decide how to stre data hod haw to place them (automatic, manual)

Each topic worth its own tutorial, chapter or thread - but i don't know any book covering this as a whole.
The good thing is that none of those things is hard to do and it's always possible to change various details later on.
You may wanna narrow the question to the things you do not know about.

Shameles plug: a few years ago I wrote an article about lightmapping pipeline for a mobile game. It covers computing lighting on GPU, light probes, dynamic shadows, calculating UV charts for lightmapping and packing those UV charts into a single atlas. It's also full of references, so maybe you will something of interest.

Shameles plug: a few years ago I wrote an article about lightmapping pipeline for a mobile game. It covers computing lighting on GPU, light probes, dynamic shadows, calculating UV charts for lightmapping and packing those UV charts into a single atlas. It's also full of references, so maybe you will something of interest.

Holy... that's incredible.

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