Abstract:Light baking has long been a popular technique for real-time rendering. It usually precomputes and bakes the global lighting effects as vertex attributes or textures. Vertex baking requires less memory but can cause artifacts for large triangles. Texture baking can avoid this and generate a high-quality visual effect in real-time rendering. However, it requires significant memory consumption, which may limit the real-time performance and usage. To address this problem, we propose an adaptive mesh subdivision a… Show more
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