Half-baked: Probe warping.
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A graphics programmer explores probe warping techniques for approximating lighting data at different spatial locations. Starting with a problem from Call of Duty Black Ops 3's volumetric lighting system, the author develops an algorithm to warp probe data using geometric projections and plane intersections. After implementing and testing the approach, they realize it's essentially a variant of parallax mapping. The technique shows promising results for fast approximation of scene intersections, though it struggles with discontinuities and may need refinement for specular lighting applications.
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