Siggraph 2012 and Game Connection 2012 talk : Local Image-based Lighting With Parallax-corrected Cubemap
November 28, 2012 8 Comments
Here is the slides of me and my co-worker Antoine Zanuttini’s talk at Siggraph 2012 and Game Connection 2012 : “Local Image-based Lighting With Parallax-corrected Cubemap”
The two talk are similar but the Game Connection talk are more recent and contain little update. This is the one to get.
Game Connection 2012:
A short sum up can be seen on the official Game Connection 2012 website : Local Image-based Lighting With Parallax-corrected Cubemap
Powerpoint 2007: Parallax_corrected_cubemap-GameConnection2012.pptx
PDF: Parallax_corrected_cubemap-GameConnection2012.pdf
Accompanying video of the slides:
Video 1 : https://www.youtube.com/watch?v=f8_oEg2s8dM
Video 2 : http://www.youtube.com/watch?v=Bvar6X0dUGs
Siggraph 2012:
A short sum up can be seen on the official Siggraph 2012 website : Fast Realistic Lighting
Powerpoint 2007: Parallax_corrected_cubemap-Siggraph2012.pptx
PDF: Parallax_corrected_cubemap-Siggraph2012.pdf
Accompanying video of the slides: http://www.youtube.com/watch?v=Bvar6X0dUGs
Description:
The talk describes a new approach of local image-based lighting. It consist in mixing several local parallax-corrected cubemaps and use the result to light scene objects.
The advantages are accurate local lighting, no lighting seams and smooth lighting transitions.
The content of this talk is also describe in the post : Image-based Lighting approaches and parallax-corrected cubemap.
I love it!!!!!!! 🙂
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Can someone please add something like this to blender game engine?
a mix of a world cube map, local cube maps (static) and a single dynamic probe?
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