Cheap Global Illumination – Half Lambert

Global Illumination is expensive if done in real-time and still no perfect solution exits, which lead us to use offline solutions using ray tracers ,etc. They take a lot of time to compute offline data to be used later during rendering.

If we don’t use any global illumination solution our scenes tend to become dark and many areas stay close to black. To solve the problem often people use Ambient Light which creates a Flat look and washes of the details of the mesh.

 

One cheap solution to the problem is Wrap Lighting. One of the way to do wrap lighting is Half Lambert model used by valve in Source Engine.

Normal Lambert model used saturated dot product which clamps -1,1 ranged result to 0,1 ,  but in Half Lambert model we first scale the dot product by 1/2 , add 1/2 to it and then multiply the result by 2. What it does it makes the result of dot product lie between 0 , 1  and there’s no more need to clamp it which in turns gives us much better fall off than nor Lambert model.

References :

Advertisements

About chetanjags

Game Developer

Posted on April 17, 2013, in Game Development, Graphics and tagged , , , . Bookmark the permalink. Leave a comment.

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s

%d bloggers like this: