Volumetric Global Illumination at Treyarch

By CTRND on August 25, 2016

We present a solution for indirect diffuse lighting as an alternative to traditional lightmaps. The primary goals were to reduce light baking times, and to allow the lighting to apply to moving objects and effects with the same quality as the environment. Our solution was to use carefully placed irradiance volumes. These were baked using a unique image-based sampling approach that makes use of multiple input images. We also discuss the evolution of this idea and the many caveats and dead ends we experienced along the way.


Click here to see the full presentation: PowerPoint or PDF