Rethinking Game Lighting Pipelines (US)

Gamefest 2011 Presentation
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      Many urban myths surround game lighting technology: baking lighting into textures is slow, high-quality real-time radiosity is not affordable, most lighting research is not practical for games, hardware is not yet fast enough for complex lighting, etc. This talk challenges these myths, showing that considerable, unexploited potential still exists on current consoles. An argument is made for why the static/real-time divide no longer is relevant, and how rethinking the way lighting is generated can provide higher quality, more iterative lighting. Examples are provided for what alternative lighting pipelines are possible today with existing techniques, and what considerations should be made to prepare for the next generation.
  • Supported Operating System

    Windows 7

      PowerPoint, WMA
    • PowerPoint presentation and WMA

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