Jump to content
  • entries
    941
  • comments
    5,894
  • views
    866,955

Global Illumination Research Pt 5


Josh

2,402 views

 Share

I was able to work out the shader fixes and now I can show you a good schematic of how the new lighting system works. Instead of a single light source, we now have three types of lighting that are combined for the final render. Direct lighting is the standard deferred lighting model you know and love from Leadwerks. This looks great, but shadowed areas have always looked pretty flat.

blogentry-1-0-96195400-1463190605_thumb.jpg

 

The second component is the new GI ambient lighting. This is a view-independent lookup on the local cubemap that gives us a rough approximation of single-bounce radiosity. Notice how the lightened areas are lit up as a result of the direct lighting in the previous image. The bluish rectangle on the floor is a result of the sky color reflecting from above:

blogentry-1-0-55446300-1463190629_thumb.jpg

 

Finally, we have the new specular reflections, a high-res dramatic reflective effect that changes with the view position:

blogentry-1-0-46336900-1463190618_thumb.jpg

 

When all three lighting contributions are combined, it looks like this:

blogentry-1-0-83865300-1463190873_thumb.jpg

 

And when you add textures, it looks like this:

blogentry-1-0-37443900-1463190637_thumb.jpg

 

Instead of like this:

blogentry-1-0-34061600-1463190911_thumb.jpg

  • Upvote 12
 Share

6 Comments


Recommended Comments

If you had a dynamic model instead of static model, would it be in the cubemap? I'm thinking if we had a player model, would we see in the reflection?

Link to comment

I've got it set up so objects that include the Dynamic shadow flag do not appear in the cubemap render.

Link to comment
Guest
Add a comment...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...