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

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

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

Area Lighting

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

Real-time 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