ABSTRACT

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 to be properly reflected toward the camera position as well. By generating and processing our lighting information entirely on the GPU, we were able to achieve dynamic, physically based environment lighting while staying well within our performance targets.