Dual mat-cap corrected technique
최종 수정일: 2019년 6월 23일
I was used screen space light texture technique (matcap or lightcap) since from 2006 in years.
And then my new stuff of new matcap technique (I called dual matcap technique) since by 2015 in years When I developed android mobile game in Korea.
Basically matcap technique is So famous tweak shader lighting technique for mobile games.
But I curious Could I use to dual side of matcap?
So here is results.
自2006年以来,我一直在使用屏幕空间光纹理技术(matcap或lightcap)。
然后我的新东西是新的matcap技术。
基本匹配的技术是用于手机游戏的着名的调整着色器照明技术。
但我很好奇我可以使用matcap的双面吗?
所以这是结果。
Paraboloid意思就是数学上的抛物面公式。
https://en.wikipedia.org/wiki/Paraboloid

如图所示,看上图的凸面镜和凹面镜的话,更容易理解。
这样的凸面抛物面用两个,当做environment map或者irradiance map来使用。
有实时捕捉环境图的方法和在手游里面能让他快速运行而使用的pre compute的方法。
本章就讲第二种方法pre compute based irradiance map和Specular Glossy filtering map。
还有关于实际shader 的 implementation,从构造要怎么设计开始到制作为止。
★ What is the dual parabolic environment map (A View-Independent Parameterization for Environment Maps)



Result is here
