Lecture 5: Texture (79)
ayra-jafri

I've always wondered how these kind of environmental lighting effects are rendered, especially considering how difficult (and resource-intensive) it would seem to be to achieve such a lighting effect. Incredibly cool to see the curtain lifted.

Fell down a bit of a rabbit hole after searching up "sphere light probes" and decided to link a few interesting reads down below. I was particularly interested in the relevance of light probes to computer vision.

Paul Debevec's image gallery: https://www.pauldebevec.com/Probes/

A recent paper on accidental light probes: https://arxiv.org/abs/2301.05211

Another paper on the estimating spherical light probes in mixed-reality games: https://www.sciencedirect.com/science/article/pii/S0097849318301377

An introduction to spherical harmonics and light probes (I should have expected the Fourier to be relevant, and yet was surprised nonetheless): https://computergraphics.stackexchange.com/questions/4164/what-are-spherical-harmonics-light-probes

If anyone has any other interesting links, please feel free to share them!

eugene-yoojin-han

I just wanted to share a concept in 3D modeling that is very similar to spherical environment maps, which is called HDRI lighting. Similarly, for HDRI lighting, high dynamic range images are mapped onto environment lights. This environment light basically surrounds the entire 3D world and provides HDR illumination, reflections, and backgrounds when rendering. I guess HDRI lighting is basically identical to these spherical environment maps.

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