ABSTRACT
This talk discusses in detail the area lights technique used in Cyberpunk 2077. We outline the limitations and challenges we had, and then present our solution. Particularly, we describe our 100% analytical capsule lights, our spot-capsule solution, and our capsule light shadow technique. We then discuss our artistic pipeline, our performance results, and limitations.
- Eric Heitz, Jonathan Dupuy, Stephen Hill, and David Neubelt.2016. Real-time polygonal-light shading with linearly transformed cosines. In ACM Transactions on Graphics.Google Scholar
- Eric Heitz, Stephen Hill, and Morgan McGuire. 2018. Combining Analytic Direct Illumination and Stochastic Shadows. In ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games.Google Scholar
- Brian Karis. 2013. Real Shading in Unreal Engine 4. In SIGGRAPH 2013 Course: Physically Based Shading in Theory and Practice. Anaheim, CA, USA.Google Scholar
Index Terms
Area Light Sources in Cyberpunk 2077
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