
4
III
Physically Based Light Probe
Generation on GPU
Ivan Spogreev
4.1 Introduction
As the quality and complexity of modern real-time lighting has steadily evolved,
increasingly more and more advanced and optimal methods are required in order
to hit performance targets. It is not merely enough nowadays to have a static
ambient term or simple cube-map reflections to simulate indirect light. The
environment needs to have lighting that fully matches the surroundings. The
shading needs to not only handle and properly process direct lighting coming
from the light source, but also lighting that bounces around the environment.
Lighting received by a surface needs ...