Dynamic Lightmap GI #4301
mrjustaguy
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I've been looking at Lightmap GI/Baked Lightmap and it gave me an interesting idea that might be worth exploring.
Currently, this method is baking the end result color, forcing lights that are contributing to be static, and this principle is really old and simple, and performant..
However what if you didn't store the Light in the Lightmap? What if instead, you stored references...?
What do I mean by that? Simple.. Store UV Coordinates to where the ray would deflect to (the first place it hits)..
This could work because the Lightmap essentially creates a Big texture atlas and all of the triangles of the meshes that are a part of the baked lightmap are assigned values on the texture atlas, which means you could instead of storing final colors, one could instead create a feedback loop by storing UV coordinates in the texture atlas, encoded in RGBA, that would just point to a UV coordinate of said atlas, that would point to some other point on the same atlas, and do so as many times as the user defines (for better quality, at the cost of performance)
Now How would this help make Dynamic Lights with GI Possible?
Implementation Considerations:
Other Considerations:
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