Real Time High Dynamic Range Image Based Lighting using Deferred Shading
| Download | Requirements |
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Download Demo (~12.8 MB) Download Paper(DE) |
GL_ARB_shading_language_100 GL_EXT_framebuffer_object
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This demo shows real time high dynamic range image based lighting using deferred shading.
The environment is approximated by 64 directional light sources, which are extracted from an
HDR environment map using Paul Debevec's median cut algorithm. Each light casts a shadow
using shadow mapping. The lighting is done in a deferred shading pass. Materials consist
of three layers: A clearcoat layer, a glossy layer and an underlying diffuse layer. The layers are
controlled by parameters, which allow to mix the layers to create different materials.
This technique works for static and animated models, no precomputation is needed. The models can be placed
directly inside the environment, a matte material allows the environment to receive shadows. The featured
model was modelled and animated in Blender.
The demo features three environments: The well known Uffizi evironment from
Paul Debevec, a parking lot at the Campus Dieburg (h_da), and a
synthetic studio environment, modelled and rendered in Blender.
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