“Lighting Technology of The Last of Us Part II” by Doghramachi

  • ©Hawar Doghramachi



Entry Number: 61


    Lighting Technology of The Last of Us Part II



    Since the majority of the world of The Last of Us Part II has overcast lighting conditions, ambient lighting was a crucial component of our rendering system. Developing a game that is mainly ambient lit is already a challenge on its own, but we also had to deal with limited amount of processing power and memory on our target platform, Playstation 4. In this abstract we will mainly focus on improvements of our baked ambient lighting system that enabled us to produce convincing and consistent lighting results while maintaining our target of 30 fps and remaining within our limited memory budget.


    Michał Iwanicki. 2013. Lighting Technology of The Last of Us. In ACM SIGGRAPH 2013 Talks.

    Benjamin Keinert, Matthias Innman, Michael Sänger, and Marc Stamminger. 2015. Spherical Fibonacci Mapping. TOG 34, 6 (2015).

    Peter-Pike Sloan. 2008. Stupid Spherical Harmonics (SH) Tricks. In GDC 2008.

    Peter-Pike Sloan. 2017. Deringing Spherical Harmonics. In SIGGRAPH Asia 2017 Technical Briefs.


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