Graphics Reference
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Figure 1.26. Pre-integrated diffuse integral of light card used with texture area lights.
ment, prepared as HDR pre-integrated BRDF cube-maps, and expect similar,
high-quality results in game (see Figures 1.27 and 1.28).
Also due to the implicit split of material and lighting handling, teams could
eciently work on level assets, without interference between lighting and envi-
ronmental departments. Previously, that kind of clash was unavoidable, as en-
vironmental artists had a tendency to tweak assets to simulate physically larger
lights (i.e., by changing roughness). This habit resulted many times in duplicated
assets per different in-game scenarios.
Figure 1.27. Typical usage of analytical area lights.
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