Game Development Reference
In-Depth Information
1. Rendering small light sources inside small resolution cubemap is problem-
atic. They can flicker or completely drop out. Image proxies can compen-
sate for the low resolution.
2. Control the brightness strength of the cubemap: As a cubemap is a single
texture generated in the engine, it is painful to boost the brightness in only
a part of it. Image proxies can control their brightness individually.
3. Enhance lights: in order to emulate a stretch highlight on a wet ground
similar to the Blinn-Phong lighting model, artists can create a cylinder
billboard image proxy with an authored texture instead of a capture of
that part of the scene.
4. Hide undesirable reflections: by placing a 2D scene capture proxy at the
appropriate position, it is possible to hide reflection elements either in the
5. Handle multiple reflection planes: Standard real-time reflection can only
reflect for one plane at a time. By settings image proxies at different height
with their quad geometries parallel to the reflection plane, we could simulate
multiple plane reflections inside one texture.
6. Hide concave geometry proxy artifacts: if the cubemap captures a corner
corridor, image proxies can be used to hide the missing information caused
by occlusions.
Another useful property of image proxies arises when dealing with multiple
cubemaps at the same time, as will be shown in the next section.
Local Image-Based Lighting
Our game uses a local image-based lighting (IBL) system. Our local IBL provides
accurate environment lighting information that can be used for glossy and/or
specular reflections and has the additional advantage of smooth lighting tran-
sitions between objects. The system has been covered in detail in the authors'
SIGGRAPH 2012 talk [Lagarde and Zanuttini 12] and personal blog [Lagarde 12].
It consists of blending multiple cubemaps in the neighborhood of a point of in-
terest (the camera, the player. . . ) and using the blended cubemap for indirect
lighting on scene objects. The blending weights are authored by artists as in-
fluence regions around a cubemap. We extend the previous work by blending
cubemaps inside a 2D reflection texture instead of a cubemap and by adding im-
age proxies to the mix. The move from a cubemap to a 2D texture is motivated
by performance requirements since we need to handle only one view instead of six.
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