This talk covers extensions and improvements in the precomputed lighting pipeline used in Call of Duty: Modern Warfare. We briefly discuss several improvements to the baking and run-time to increase the quality and consistency of the results. We describe how we exploit properties of the projection of non-negative functions to more efficiently encode spherical harmonics, how lighting static models has evolved since our 2017 presentation and a reconstruction technique that “hallucinates” higher frequencies from linear SH. We also describe implementation details that enabled us to efficiently update our precomputing lighting representation when lights flicker or get shot out, and when doors open and close.
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