New answers tagged

0

(Someone else can write a more in-depth answer since these steps require a bit of non-trivial math, but since there's no answer and this question is probably important for some I'll post). There are few ways depending on your scene and how modern you want to go. You can either render a fullscreen quad naively or render a 2D billboarded rectangle covering ...


0

I don't know if you solved the problem, but since I am working with SH I can tell you that the best way to project a cubemap so far is that of Peter Pyke Sloan. Here his paper on SH, he basically sums each contribute from each pixel weighted by some value obtained from its uv (st in opengl) coordinates. And then all coefficients are normalized by a value ...


1

I found a paper from Epic Games on how they do their area lights - relevant info starting on page 16. Essentially, you find the shortest distance to the line segment that defines your light source, and use that as the source of a light - in their case, a point light, but you could easily use your spotlight instead. They also use a calculation for the ...



Top 50 recent answers are included