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Global Illumination Research Pt 5


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

6 Comments


Recommended Comments

reepblue

Posted

Wow! Now just need roughness values set in the material so everything doesn't reflect like a mirror!

  • Upvote 1
xtom

Posted

Looks so good, can't wait to try it out.

  • Upvote 1
shadmar

Posted

Well done Josh, I was a bit worried about the shaking normals, but all fixed! Great work!

Christian Clavet

Posted

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?

Josh

Posted

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

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