SH Lightmap: Precomputed GI

Parameterized all scene into huge 2D lightmap atlas

Lightmap density
- Low-poly proxy geometry
- Fewer UV charts/islands
- Fewer lightmap texels are wasted
Using offline lighting farm to calculate irradiance probes for all surface points
Indirect lighting, final geometry
- Project lightmap from proxies to all LODs
- Apply mesh details
- Add short-range, highfrequency lighting detail by HBAO
Lightmap: Lighting + Direct Lighting
Direct + indirect lighting,final geometry
- Compute direct lighting dynamically
Compress those irradiance probes into SH coefficients
Store SH coefficients into 2D atlas lightmap textures
Final Shading with Materials
Final frame
- Combined with materials
Lightmap 总结
- Pros
- Very efficient on runtime
- Bake a lot of fine details of GI on environment
- Cons
- Long and expensive precomputation (lightmap farm)
- Only can handle static scene and static light
- Storage cost on package and GPU
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https://caterpillarstudygroup.github.io/GAMES101_mdbook/