Abstract

When designing lighting for outdoor scenes, area lights can represent distant sources such as the sun and sky with greater shading fidelity than is possible with simple directional or hemispherical lights, but the combination of dynamic area light sources and complex BRDFs is challenging to render efficiently in real-time. Prefiltered reflection maps are a popular solution to this problem, but for applications which need a wide variety of light sources and materials, the texture data requirements of cubic reflection maps can be prohibitive in terms of memory overhead and render efficiency. In addition, traditional environment map representations are difficult for artists to directly paint and refine for use in scene lighting.

Description

Radially-symmetric reflection maps

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