Top all-time · #23564
Sébastien Lagarde
Personal blog · seblagarde.wordpress.comprogramminggames
Sébastien Lagarde's personal blog at seblagarde.wordpress.com covers programming and games. Since 2014, 3 different Hacker News readers have linked it 3 times. The last post was in 2018, but the archive is still widely read.
Too few sampled comments (2) to say how often HN recommends it.?
Why HN links it
HN commenters cite Sébastien Lagarde's 2012 image-based lighting post as a technical reference on cubemaps and reflection artifacts in games. The comments give no direct praise or criticism of the writing.
Summarised by Claude from a sample of 2 HN comments that link here. Each comment is marked recommending, critical or neutral (citing without judging); how this works.
Random thoughts about graphics in game
Most-linked posts?
- /2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/2 people · 2 mentions · first linked 2018-05-23
What Hacker News says?
Right but the artifacts here will still show up on glossy surfaces. Here is how games now fix these kinds of artifacts. https://seblagarde.wordpress.com/2012/09/29/image-based-ligh... However the technology in the article cannot be corrected in this manner.
Comment linking /2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
on “Real-time, in-camera background compositing in The Mandalorian”Submitted Physically based wet surfaces as a story · 7 points
HN discussion"ust use a dedicated cube map for a scene" Most scenes with baked lighting these days many (sometimes hundreds or thousands of) cube maps. One per scene tends to look really bad. Unreal Engine (without the raytracing stuff) uses something similar to this: https://seblagarde.wordpress.com/2012/09/29/image-based-ligh... Cubemaps are blended together and traced against simple box and sphere geometry.
Comment linking /2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
on “Real-Time Ray Tracing Demo”