Author: Romain Vergne (website)
Please cite my name and add a link to my web page if you use this course

Image synthesis and OpenGL: advanced lighting

Quick links to:
  1. Importance of natural lightings
  2. Irradiance environment maps
  3. Radiosity mapping
  4. Radiosity normal mapping
  5. Irradiance normal mapping
  6. Environment influence on dynamic objects
  7. Dynamic lights
  8. Sources

Importance of natural lightings

Same material / different lighting conditions

Point light

Environment

Irradiance environment maps


Radiance env map

Irradiance env map
Refinable Basis functions






Original
Approx order 0 (1 coefs)
RMS = 25%
Approx order 1 (4 coefs)
RMS=8%
Approx order 2 (9 coefs)
RMS=1%

More information here



Radiosity mapping


computation: 3min

computation: 7h


Direct lighting only

Direct lighting + radiosity





Radiosity normal mapping

Radiosity sampling


Radiosity precomputed for 3 directions






Rendering






Without radiosity normal mapping


With radiosity normal mapping




Irradiance normal mapping

Spherical Harmonics (SH) and HemiSpherical Harmonics (HSH)



Standard light map (left), Irrandiance Normal Mapping (middle), INM with albedo (right)


Environment influence on dynamic objects

Irradiance volume







Without ambient cube

With ambient cube

Light propagation volumes






See a video here

Dynamic lights

How to deal with many lights and many objects, covering many pixels?
Three main solution:

Single pass


Multipass lighting


Deferred shading




Sources


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