Search Results for: lighting
Hemicube Rendering and Integration
Kriging is cool.
In The Witness we decided that it’s a good idea to have a heightfield terrain making up the bulk of the island surface. The advantages of this are in rendering performance and in ease of texturing (it is relatively easy, with one continuously-parameterized terrain block, to get rid of seams; …
Lightmap Parameterization
As explained by Jon in his previous post, we are using precomputed global illumination in The Witness, and one of my first tasks was to work on that system. I have developed some interesting technology to compute automatic paramaterizations, to formulate the lighting computations in a way that can be …