Timeline for PBR : generating dynamic HDR maps
Current License: CC BY-SA 4.0
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Mar 17, 2021 at 0:33 | comment | added | Nathan Reed | Another approach is to pre-render "deferred" cubemaps, where you store the albedo/normal/roughness/etc of the surfaces, and load those from disk and only recompute lighting on them while running the game. That is much faster than fully re-rendering the cubemaps but allows changing lighting conditions (especially time of day cycle in open-world games). It does not allow the cubemaps to update with dynamic objects though. Most AAA games simply do not render dynamic objects in cubemaps. They cheat around it with SSR, SSAO, etc. | |
Feb 15, 2021 at 12:15 | comment | added | pmw1234 | By using all the techniques describe here plus others, some ray tracing can be done in the fragment shader, replace point lights with spot ligths, "one large light is worth many small lights". I recommend looking for post mortem presentations for games on the net they are usually pretty open about the methods they used. gamedesigning.org/learn/postmortem | |
Feb 15, 2021 at 3:06 | comment | added | Sync it | But how do games implement pbr without using HDR maps loaded from disk. What's their technique? | |
Feb 14, 2021 at 20:07 | history | answered | pmw1234 | CC BY-SA 4.0 |