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Advanced Lighting Techniques

Lesson 1/5 | Study Time: 30 Min
Advanced Lighting Techniques

Module 1: Advanced Lighting Techniques 


1. Physically Based Lighting

Physically Based Lighting (PBL) simulates how light behaves in the real world, ensuring consistent material interactions under different lighting conditions.

  • HDRIs & Image-Based Lighting (IBL)

    • Definition: High Dynamic Range Images (HDRIs) are 360° environment maps that capture real-world lighting data.

    • Usage: Used as a primary light source in IBL, providing realistic reflections and diffuse illumination.

    • Advantages: Eliminates manual light setup; offers natural falloff and color bleeding.

    • Limitations: Static lighting (unless animated); may require tweaking exposure/rotation.

  • Area Lights vs. Emissive Surfaces

    • Area Lights: Simulate soft, realistic shadows (e.g., fluorescent panels, windows).

      • Pros: Controllable intensity/falloff; optimized for rendering.

      • Cons: Higher computational cost than point/directional lights.

    • Emissive Surfaces: Geometry that emits light (e.g., LED screens, neon signs).

      • Pros: Integrates with GI; good for complex shapes.

      • Cons: Requires high samples to reduce noise; less intuitive control.

  • Light Portals & Importance Sampling

    • Light Portals: Guide render engines to prioritize light from openings (e.g., windows), reducing noise.

    • Importance Sampling: Optimizes render calculations by focusing on bright light sources first.

2. Global Illumination (GI) Methods


GI simulates indirect light bounces, crucial for realism.

  • Ray-Traced vs. Baked GI

    • Ray-Traced GI: Calculated in real-time or at render time (e.g., path tracing).

      • Pros: Accurate dynamic lighting.

      • Cons: Slow for complex scenes.

    • Baked GI: Precomputed (e.g., lightmaps in Unity/Unreal).

      • Pros: Real-time performance.

      • Cons: Static lighting only.

  • Photon Mapping vs. Radiosity

    • Photon Mapping: Traces light particles (photons) for caustics and complex bounces.

    • Radiosity: Diffuse light transfer via mesh subdivision (older method, mostly replaced).

  • Real-Time GI Solutions (Lumen, Enlighten)

    • Lumen (Unreal Engine 5): Dynamic GI using software/hardware ray tracing.

    • Enlighten: Precomputed + real-time hybrid (used in Frostbite games).

3. Volumetric Lighting & Fog


Adds depth and atmosphere by simulating light interacting with particles.

  • Participating Media (Fog, God Rays)

    • Fog: Scatters light uniformly, creating depth haze.

    • God Rays (Crepuscular Rays): Visible light beams through occlusions (e.g., clouds, trees).

  • Volumetric Shadows & Scattering

    • Shadows: Light blocked within volumes (e.g., smoke casting shadows).

    • Scattering: Types:

      • Rayleigh (blue sky effect).

      • Mie (hazy/foggy glow)

Key Takeaways:

  • PBL relies on HDRIs and precise light types for realism.

  • GI balances accuracy (ray tracing) vs. performance (baking).

  • Volumetrics require careful tuning to avoid render overhead.