# brief
- 最终是使用irradiance volume做realtime rendering
- 用烘焙好的PRT参数来计算irradiance volume:这个过程叫做relighting
- PRT参数是用ambient cube存的,觉得比SH2好
- relighting的过程是算每个probe收到的radiance = 被遮蔽的天光+(周围surfel的exit radiance通过PRT对这个probe的影响)
# introduction
- precomputed radiance transfer probes
- 说是支持动态light source、area light、bounce、great accuracy
- high frequency dynamic light sources
- fast, GPU-friendly
- low memory requirement
- production
- 快,修改后很快能反馈
- 需要处理漏光
- 室内外都用同样的方法
- open world
- 地图极大,objects极多
- lightmap不可能,probes essential to manage production complexity
- light probe或者irradiance volume不需要UV,如果只是改个小模型不需要rebake
- Day-night cycle
- ambient lighting quality is important
- 由于sun direction一直在变,所以也就不能cheat了
- 有些地方总是在shadow里(被高楼挡住)
- prt使得artists可以tweak lighting for any time of day
- 难道不同时刻用不同的probe?
- 说是completely dynamic and editable,no rebake required
- 难道这些probe本身不用bake?
- interior lighting
- 大量用dynamic light
- 有些室内也是被time of day影响的
- prevent probe bleeding
- dynamic weather
- 各种环境参数
- prodedural snow
# precomputed radiance transfer
- prt原理
- figure out the light transported between surfaces for a fixed scene
- 信息可以存在vertex、texture或者probe上
- only support distant light sources
- hdr probe,directional lights
- farcry3有develop support dynamic local light(too heavy and inaccurate, 最终没用)
- high frequency shadow(目前没人用,因为shader complicated)
- our approach
- brutal force
- 存每个probe能看到的surfel信息(实际烘焙时我感觉就是去raytrace cubemap上的各个方向)
- similar to G-buffer cubemap,也就
- 最终是使用irradiance volume做realtime rendering
- 用烘焙好的PRT参数来计算irradiance volume:这个过程叫做relighting
- PRT参数是用ambient cube存的,觉得比SH2好
- relighting的过程是算每个probe收到的radiance = 被遮蔽的天光+(周围surfel的exit radiance通过PRT对这个probe的影响)
# introduction
- precomputed radiance transfer probes
- 说是支持动态light source、area light、bounce、great accuracy
- high frequency dynamic light sources
- fast, GPU-friendly
- low memory requirement
- production
- 快,修改后很快能反馈
- 需要处理漏光
- 室内外都用同样的方法
- open world
- 地图极大,objects极多
- lightmap不可能,probes essential to manage production complexity
- light probe或者irradiance volume不需要UV,如果只是改个小模型不需要rebake
- Day-night cycle
- ambient lighting quality is important
- 由于sun direction一直在变,所以也就不能cheat了
- 有些地方总是在shadow里(被高楼挡住)
- prt使得artists可以tweak lighting for any time of day
- 难道不同时刻用不同的probe?
- 说是completely dynamic and editable,no rebake required
- 难道这些probe本身不用bake?
- interior lighting
- 大量用dynamic light
- 有些室内也是被time of day影响的
- prevent probe bleeding
- dynamic weather
- 各种环境参数
- prodedural snow
# precomputed radiance transfer
- prt原理
- figure out the light transported between surfaces for a fixed scene
- 信息可以存在vertex、texture或者probe上
- only support distant light sources
- hdr probe,directional lights
- farcry3有develop support dynamic local light(too heavy and inaccurate, 最终没用)
- high frequency shadow(目前没人用,因为shader complicated)
- our approach
- brutal force
- 存每个probe能看到的surfel信息(实际烘焙时我感觉就是去raytrace cubemap上的各个方向)
- similar to G-buffer cubemap,也就