
II
Lighting and Shading
We’ve seen a great jump in the quality of game lighting in recent years. In
a natural progression from per-vertex shaded triangles through simple per-pixel
Phong of the first GPUs we entered the era of highly customized energy preserving
lighting models. The new lighting models offer greater realism expected from the
games on the new generation consoles, while allowing the artists much simpler
control, enabling them to effectively produce the incredible amount of assets
required for the new games.
The chapter “Physically Based Area Lights” by Michal Drobot discusses
the lighting approach used in the Playstation 4 exclusive launch ...