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
Reference
An Explanation of the Rendering Equation - 2019
Selectively Metropolised Monte Carlo light transport simulation - 2019
An Introduction To Real-Time Subsurface Scattering - 2019
Real-time lightmap baking - 2019
Integral formulations of volumetric transmittance - 2019
Rendering Line Lights - 2019
Ambient Dice Specular Approximation - 2019
Lighting And Transmittance - 2019
Dynamic Diffuse Global Illumination Part I - 2019
Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields - 2019
Global Illumination in Godot Engine @ Gamelab BCN 2018 - 2018
Musings on cross-platform graphics engine architectures – Part 1 - 2018
Multipass Shaders (& inverted Hull outlines) - 2018
Baking artifact-free lightmaps on the GPU - 2018
Sampling Anisotropic Microfacet BRDF - 2018
Baked Shadows Mixed Lighting - 2018
Optimizing tile-based light culling - 2018
A Certain Slant of Light: Past, Present and Future Challenges of Global Illumination in Games - 2017
Precomputed lighting in Call of Duty: Infinite Warfare - 2017
Decima Engine: Advances in Lighting and AA - 2017
A Certain Slant of Light: Past, Present and Future Challenges of Global Illumination in Games - 2017
Area Lights - 2017
Importance Sampling of Many Lights With Adaptive Tree Splitting - 2017
Real-Time Line- and Disk-Light Shading - 2017
SEGI - A fully-dynamic voxel-based global illumination system for Unity - 2017
Voxel-based Global Illumination - 2017
Lightmap optimizations for iOS - 2017
Forward+ decal rendering - 2017
Little Lightmap Tricks - 2017
Lightmap optimizations for iOS - 2017
Lazy spectral rendering - 2017
Lighting tips & tricks in the ADAM films - 2017
Screen Space Ray-Traced Global Illumination: Toughest Challenge in Real-Time 3D - 2017
Tiled Light Trees - 2017
Forward+ and Clustered Shading - 2017
Converting SH Radiance to Irradiance - 2017
Lighting the Unlit - 2017
Lighting design theory for 3d games: One, Two, Three, Four and Five. - 2016
Advanced Ambient Occlusion Methods for Modern Games - 2016
Lighting the City of Glass - 2016
Object Space Lighting - 2016
Object/texture space lighting - 2016
Finding Next-Gen – Part I – The Need For Robust (and Fast) Global Illumination in Games - 2015
Shedding Light on Global Illumination Techniques - 2015
Multi-Scale Global Illumination in Quantum Break - 2015
Real-Time Area Lighting: a Journey from Research to Production - 2015
BioShock Infinite Lighting - 2014
Real-time Lighting Via Light Linked List - 2014
Lighting is Density - 2014
Lighting is Density - 2014
Lighting voxel octrees and procedural texturing - 2014
Alternative definition of Spherical Harmonics for Lighting - 2014
Taking Killzone Shadow Fall Image Quality into the Next Generation - 2014
An educational, normalised, Blinn-Phong shader - 2013
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
The Rendering Technology of Killzone 2 - 2009
GDC09 – Resistance 2 Prelighting - 2009
Lighting Research at Bungie - 2009
Light Propagation Volumes in CryEngine 3 - 2009
Prelighting - 2008
Deferred Rendering in Killzone 2 - 2007
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
http://computergraphics.stackexchange.com/questions/3955/physically-based-shading-ambient-indirect-lighting/3959#3959
A Real-Time Radiosity Architecture for Video Game
Precomputed lighting in Call Of Duty: Infinite Warfare
Indirect illumination using cubemaps
A High-Performance Software Graphics Pipeline Architecture for the GPU
Multiple-Scattering BRDFHBIL Demo
Decima Engine: Advances in Lighting and AA
Lighting of Killzone Shadow Fall
Directional Lightmap Encoding Insights
Interactive light map and irradiance volume preview in frostbite
GPU Lightmapper: A Technical Deep Dive
A Scalable Real-Time Many-Shadowed-Light Rendering System
Lightmaps
Baked Light Light Maps and Probes
Ray Guiding for Production Lightmap Baking
GPU Lightmapper: A Technical Deep Dive
Ray Guiding for Production Lightmap Baking
The design and evolution of the UberBake light baking system
GI
Stochastic Substitute Trees for Real-Time Global Illumination
Some brief thoughts on how Nanite in UE5 possibly works....
Some thoughts on Unreal 5's Nanite - in way too many words
Approximating Global Illumination with Real-Time Ambient Occlusion
Dynamic Diffuse Global Illumination Part I
Interactive Generation of Path-Traced Lightmaps
Point and Spot Lights Lights with Limited Influence
https://catlikecoding.com/unity/tutorials/custom-srp/point-and-spot-lights/
The design and evolution of the UberBake light baking system
https://cs.dartmouth.edu/~wjarosz/publications/seyb20uberbake.html
Scaling Probe-Based Real-Time Dynamic Global Illumination for Production
https://arxiv.org/abs/2009.10796
Engine Work: DDGI Light Probe Depth Data Compression
Volumetric Global Illumination at Treyarch - 2016
https://research.activision.com/publications/archives/volumetric-global-illumination-at-treyarch
Practical Real-Time Strategies for Accurate Indirect Occlusion - 2016
https://research.activision.com/publications/archives/practical-real-time-strategies-for-accurate-indirect-occlusion
ATVI-TR-16-01: Practical Realtime Strategies for Accurate Indirect Occlusion - 2016
https://research.activision.com/tech-reports/archives/atvi-tr-16-01practical-realtime-strategies-for-accurate-indirect-occlusion
The Design and Evolution of the UberBake Light Baking System - 2020
https://research.activision.com/publications/2020-09/the-design-and-evolution-of-the-uberbake-light-baking-system
ATVI-TR-19-01: Practical Real-Time Strategies for Accurate Indirect Occlusion - 2020
https://research.activision.com/tech-reports/2020-03/practical-real-time-strategies-for-accurate-indirect-occlusion
Precomputed Lighting Advances in Call of Duty: Modern Warfare - 2020
https://research.activision.com/publications/2020-09/precomputed-lighting-advances-in-call-of-duty--modern-warfare
Precomputed lighting in Call Of Duty: Infinite Warfare - 2017
https://research.activision.com/publications/archives/precomputed-lighting-in-call-of-dutyinfinite-warfare
Impulse Responses for Precomputing Light from Volumetric Media - 2019
https://research.activision.com/publications/2019-07/impulse-responses-for-precomputing-light-from-volumetric-media
Ray Guiding for Production Lightmap Baking - 2020
https://research.activision.com/publications/2020-01/ray-guiding-for-production-lightmap-baking
ATVI-TR-19-02: Separable Subsurface Scattering: Expanded Technical Report - 2020
https://research.activision.com/tech-reports/2020-03/separable-subsurface-scattering-expanded-technical-report
Deringing Spherical Harmonics - 2020
https://research.activision.com/publications/2020-03/deringing-spherical-harmonics
Fast Filtering of Reflection Probes - 2016
https://research.activision.com/publications/archives/fast-filtering-of-reflection-probes
Ambient Dice - 2017
https://research.activision.com/publications/archives/ambient-dice
Area Lighting
http://alextardif.com/arealights.html
ReSTIR GI: Path Resampling for Real-Time Path Tracing - 2021
https://research.nvidia.com/publication/2021-06_ReSTIR-GI%3A-Path
The design and evolution of the UberBake light baking system - 2020
https://cs.dartmouth.edu/~wjarosz/publications/seyb20uberbake.html
Scaling Probe-Based Real-Time Dynamic Global Illumination for Production - 2021
http://jcgt.org/published/0010/02/01/
Basics of White Noise! Random Numbers for Shaders and ProcGen in Unity - 2021
https://www.youtube.com/watch?v=nohGiVNWhJE
Engine Work: DDGI Light Probe Depth Data Compression - 2020
https://monter.handmade.network/blogs/p/7421-engine_work__ddgi_light_probe_depth_data_compression?s=09#23186
Tech Focus: Global Illumination - What It Is, How Does It Work And Why Do We Need It? - 2021
https://www.youtube.com/watch?v=yEkryaaAsBU
Lights and Shadows
https://ciechanow.ski/lights-and-shadows/
Beautiful Results From 30 Years Of Light Transport Simulation! - 2020
https://www.youtube.com/watch?v=Popg7ej4AUU&feature=youtu.be
Per-Texel Deferred Lighting - 2021
https://www.kickstarter.com/projects/prophetgoddess/anathema/posts/3109106
Area Lighting
http://alextardif.com/arealights.html
Adaptive Exposure from Luminance Histograms
http://alextardif.com/HistogramLuminance.html
Scaling Probe-Based Real-Time Dynamic Global Illumination for Production
http://jcgt.org/published/0010/02/01/
Specular Lighting in OpenGL
https://www.youtube.com/watch?v=dJo1Ao9XydM
Diffuse Lighting in OpenGL
https://www.youtube.com/watch?v=e-lnyzN2wrM&t=482s
Scalable global illumination for O3DE
https://www.tobias-franke.eu/publications/franke21sgifo/index.html
The Definitive Weta Digital Guide to IBL
https://www.fxguide.com/fxfeatured/the-definitive-weta-digital-guide-to-ibl/
Notes on occlusion and directionality in image based lighting
https://interplayoflight.wordpress.com/2021/12/28/notes-on-occlusion-and-directionality-in-image-based-lighting/