“Local image-based lighting with parallax-corrected cubemaps” by Lagarde and Zanuttini

  • ©Sebastien Lagarde and Antoine Zanuttini




    Local image-based lighting with parallax-corrected cubemaps



    Image-based lighting (IBL) is typically used for distant lighting represented by an infinite environment map. This technique has been used by many games. Games divide their scenes into several sectors and associate a cubemap (the environment mapping of choice due to its graphic hardware performance) to each of them. The cubemap of the sector where the camera is located is then used to light objects [1]. The problem with this approach is that it cannot accurately represent local reflections on specular and glossy objects.. Our game requires more accurate local reflections, which implies that a local image-based lighting technique must be used. Previous local image-based lighting approaches, such as the Half life 2 approach [2] consist of assigning an individual cubemap to each objects. These approaches suffer from lighting seams and parallax issues [3]. We introduce a new approach which avoids these artifacts while still preserving extremely high performance on current console generation hardware (PS3/XBOX360).


    1. Van der leeuw, The playstation 3 SPUs in the real world. http://www.slideshare.net/guerrillagames/the-playstation3s-spus-in-the-real-world-a-killzone-2-case-study-9886224
    2. McTaggarts, Half-Life 2 Valve Source Shading http://www2.ati.com/developer/gdc/D3DTutorial10_Half-Life2_Shading.pdf
    3. Valve wiki http://developer.valvesoftware.com/wiki/Cubemaps

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