
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