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
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- 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