immersive-web / immersive-web/lighting-estimation

Describe simple renderers that could use HDR cubemap textures and SH lighting

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Description

As per the feedback by @elalish in the initial PR:

When an HDR Cube Map texture is available, shadows only have to consider occlusion of other rendered objects in the scene.
@elalish: Not quite sure what this sentence is saying... I'm pretty sure this is hard.

We should add some details explaining how a simpler, non-PBR, renderer (eg, a standalone GLSL shader) could give acceptable results:

Doing this 100% correctly is very hard; however, there are many simple approximations that are commonly used. In particular, it may be sufficient in some cases to combine a baked ambient occlusion map with a IBR shader that needs no realtime dynamic lights.

A simple, non-physically based implementation may simply index the HDR cube map using a surface normal, and blend it with an albedo term representing the color of the surface using operators representing the artists intent.

Contributor guide

Open the contributing guide

First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

Research direction

Start by locating the lighting-estimation proposal text covering HDR cubemap textures and SH lighting. Read the surrounding explanation and revise it to describe practical non-PBR approximations, including baked ambient occlusion and normal-indexed HDR cubemap use; done means the wording clearly addresses the feedback without claiming full correctness.

Written by the indexing model from the issue text.

Assessment

Domain
computer-graphics, documentation
Issue type
Documentation
Difficulty
2/5
Estimated time
1-3 hours
Activity status
Stale
Clarity
Mostly clear
Newbie friendliness
48/100

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