Chapter 19. Image-Based Lighting

Kevin Bjorke NVIDIA

Cube maps are typically used to create reflections from an environment that is considered to be infinitely far away. But with a small amount of shader math, we can place objects inside a reflection environment of a specific size and location, providing higher quality, image-based lighting (IBL).

Localizing Image-Based Lighting

Cube-mapped reflections are now a standard part of real-time graphics, and they are key to the appearance of many models. Yet one aspect of such reflections defies realism: the reflection from a cube map always appears as if it’s infinitely far away. This limits the usefulness of cube maps for small, enclosed environments, unless we are willing to accept the expense of regenerating ...

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