Open main menu
Home
Random
Recent changes
Special pages
Community portal
Preferences
About Wikipedia
Disclaimers
Incubator escapee wiki
Search
User menu
Talk
Dark mode
Contributions
Create account
Log in
Editing
Lightmap
(section)
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Creation== When creating lightmaps, any lighting model may be used, because the lighting is entirely precomputed and real-time performance is not always a necessity. A variety of techniques including [[ambient occlusion]], direct lighting with sampled shadow edges, and full [[Radiosity (computer graphics)|radiosity]]<ref>Jason Mitchell, Gary McTaggart, Chris Green, [https://steamcdn-a.akamaihd.net/apps/valve/2006/SIGGRAPH06_Course_ShadingInValvesSourceEngine.pdf Shading in Valve's Source Engine]. ([[PDF]]) Retrieved Jun. 07, 2019.</ref> bounce light solutions are typically used. Modern 3D packages include specific plugins for applying light-map UV-coordinates, atlas-ing multiple surfaces into single texture sheets, and rendering the maps themselves. Alternatively game engine pipelines may include custom lightmap creation tools. An additional consideration is the use of compressed [[S3 Texture Compression|DXT]] textures which are subject to blocking artifacts β individual surfaces must not collide on 4x4 texel chunks for best results. In all cases, [[soft shadows]] for static geometry are possible if simple occlusion tests (such as basic [[Ray tracing (graphics)|ray-tracing]]) are used to determine which lumels are visible to the light. However, the actual softness of the shadows is determined by how the engine interpolates the lumel data across a surface, and can result in a [[Pixelation|pixelated]] look if the lumels are too large. See [[texture filtering]]. Lightmaps can also be calculated in real-time<ref>November 16, 2003. [http://joshbeam.com/articles/dynamic_lightmaps_in_opengl/ Dynamic Lightmaps in OpenGL]. Joshbeam.com Retrieved Jul. 07, 2014.</ref> for good quality colored lighting effects that are not prone to the defects of Gouraud shading, although shadow creation must still be done using another method such as [[stencil shadow volumes]] or [[shadow mapping]], as real-time ray-tracing is still too slow to perform on modern hardware in most 3D engines. [[Photon mapping]] can be used to calculate global illumination for light maps.
Edit summary
(Briefly describe your changes)
By publishing changes, you agree to the
Terms of Use
, and you irrevocably agree to release your contribution under the
CC BY-SA 4.0 License
and the
GFDL
. You agree that a hyperlink or URL is sufficient attribution under the Creative Commons license.
Cancel
Editing help
(opens in new window)