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invited-talk

Area Light Sources in Cyberpunk 2077

Published: 06 August 2021 Publication History

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.

References

[1]
Eric Heitz, Jonathan Dupuy, Stephen Hill, and David Neubelt.2016. Real-time polygonal-light shading with linearly transformed cosines. In ACM Transactions on Graphics.
[2]
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.
[3]
Brian Karis. 2013. Real Shading in Unreal Engine 4. In SIGGRAPH 2013 Course: Physically Based Shading in Theory and Practice. Anaheim, CA, USA.
  1. Area Light Sources in Cyberpunk 2077

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    cover image ACM Conferences
    SIGGRAPH '21: ACM SIGGRAPH 2021 Talks
    July 2021
    116 pages
    ISBN:9781450383738
    DOI:10.1145/3450623
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 06 August 2021

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    Author Tags

    1. area light
    2. capsule light
    3. game development
    4. real-time rendering
    5. spot light

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