
III
Lighting
Lighting became one of the most active areas of research and development for
many of the game teams. Ever increasing speed of the GPUs in Playstation 4,
Xbox One, and new PCs finally give programmers enough power to move beyond
the Phong lighting model and rudimentary shadow algorithms. We’re also seeing
solutions for in-game indirect diffuse or specular lighting, be it prerendered or
real-time generated.
The chapter “Real-Time Lighting via Light Linked List” by Abdul Bezrati
discusses an extension to the deferred lighting approach used at Insomniac Games.
The algorithm allows us to properly shade both opaque and translucent surfaces
of a