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GPU Pro 6
book

GPU Pro 6

by Wolfgang Engel
July 2015
Intermediate to advanced
586 pages
17h 21m
English
A K Peters/CRC Press
Content preview from GPU Pro 6
200 III Lighting
Runtime
Offline
On GPU, bake sunlight bounce irradiance
Store irradiance at eight different hours
Compute 2D VRAM textures (many light probes)
De-normalize and blend irradiances
Blend out bounced lighting with height
Combine with indirect sky lighting and ambient occlusion
Figure 2.1. Simplified diagram of our algorithm split into two parts.
The whole algorithm is split into two parts: the static, tool-side part and the
final runtime part.
The tool-side part consists of the following steps:
1. Spawn a uniform 2.5D grid of light probes, placing them on the lowest point
accessible to the player (near the ground).
2. Split the probes
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Publisher Resources

ISBN: 9781482264623