This video demonstrates a work in progress technique to efficiently approximate indirect and bounce lighting on characters and props in computer graphics.
The precomputation process is run offline, generating per-vertex linear occlusion and colour/direction/diffusion values for both indirect lighting and light scattering. In total, around 16b per vertex is required, and generating the indirect lighting requires around 8-10 instructions per object-directional light vector.
Looks sweet!
ZeroDominance 1 month ago