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Lighting

glEnable(GL_LIGHT0);

These are the common forms of lights that are used in 3D and how they work.

Light Sources : The type of light sources and how they act.



Illumination model
The illumination model is the math of how all the light parameters are mixed to get the final color on a surface.

Physically Based Rendering - 2012

Blinn–Phong - 1977
Is the default shading model used in OpenGL and DirectX fixed-function pipeline.

Phong - 1975

Lambert - 1760




Real-time Lighting Via Light Linked List - 2014
Lighting is Density - 2014
Lighting is Density - 2014
Lighting of Killzone : Shadow Fall - 2013
Never again: point lights  - 2013
"Good Enough" Volumetrics for Spotlights - 2012
Relationship between Phong and Blinn lighting model - 2012
Real-Time Global Illumination and Reflections in Dust 514 - 2012
Tiled Light Culling - 2012
Lighting and simplifying Saints Row: The Third - 2012
Physically-based lighting in Call of Duty: Black Ops - 2011
Dynamic lighting in God of War 3 - 2011
How lighting works  - 2011
Implementing Basic Lights - 2011
Multipass lighting  - 2011
Environmental Reflections - 2011
Lighting you up in Battlefield 3 - 2011
Lighting models for games  - 2010 - I , II , and III .
Uncharted 2: Character Lighting and Shading - 2010
Light Masking - 2010
GDC09 – Resistance 2 Prelighting - 2009
Lighting Research at Bungie - 2009
Light Propagation Volumes in CryEngine 3 - 2009
Prelighting - 2008
Illumination for Real-Time Rendering of Large Architectural Environments - 2006
Let There Be Light!: A Unified Lighting Technique for a New Generation of Games - 2005
Tutorial 11: Real-Time Lighting A
Tutorial 12: Real-Time Lighting B
The Phong Model, Introduction to the Concepts of Shader, Reflection Models and BRDF
Introduction to Shading
http://computergraphics.stackexchange.com/questions/3955/physically-based-shading-ambient-indirect-lighting/3959#3959
A Real-Time Radiosity Architecture for Video Game

Musings on cross-platform graphics engine architectures – Part 1 - 2018
Multipass Shaders (& inverted Hull outlines) - 2018





Multiple-Scattering BRDFHBIL Demo

Decima Engine: Advances in Lighting and AA
https://www.guerrilla-games.com/read/decima-engine-advances-in-lighting-and-aa

The Rendering Technology of Killzone 2 - 2009
https://www.guerrilla-games.com/read/the-rendering-technology-of-killzone-2

Deferred Rendering in Killzone 2 - 2007
https://www.guerrilla-games.com/read/deferred-rendering-in-killzone-2

Taking Killzone Shadow Fall Image Quality into the Next Generation - 2014
https://www.guerrilla-games.com/read/taking-killzone-shadow-fall-image-quality-into-the-next-generation-1

Lighting of Killzone Shadow Fall
https://www.guerrilla-games.com/read/killzone-shadow-fall-creating-art-tools-for-a-new-generation

Directional Lightmap Encoding Insights
http://www.ppsloan.org/publications/lmap-sabrief18.pdf


Area Lighting
http://alextardif.com/arealights.html
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