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Everything about Lightmap
Data structure used in lightmapping
A lightmap is a data structure used in lightmapping, a form of surface caching in which the brightness of surfaces in a virtual scene is pre-calculated and stored in texture maps for later use. Lightmaps are most commonly applied to static objects in applications that use real-time 3D computer graphics, such as video games, in order to provide lighting effects such as global illumination at a relatively low computational cost. Wikipedia →
🧭 Start here: a 6-step reading path
- Read the overview: LightmapA 5-minute orientation
- Pick up a classic book: Creating 3D game art for the iPhone with unityThe most-reprinted book on the subject
- Read the landmark paper: Lightmap Compression with Color‐Coherent UV Clustering and Cascade Texture OptimizationCited 0 times
- Go sideways: Glossary of computer graphicsA closely related topic
- Go sideways: List of computer graphics and descriptive geometry topicsA closely related topic
📖 Definitions
Noun A precomputed data structure that stores the brightnesses of surfaces in a video game, etc.
🗂️ The subject at a glance
🏆 Landmark papers (most cited)
📚 Books worth reading
Creating 3D game art for the iPhone with unityWes McDermott · 2010
Practical Game Development with Unity and BlenderAlan Thorn · 2014
Unity Android game development by example beginner's guideThomas Finnegan · 2013
Ranked by number of editions on Open Library, a rough measure of how lasting a book is.
🔗 Related topics
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- Texture mapping Texture mapping is a term used in computer graphics to describe how 2D images are projected onto 3D models. The most common variant is the UV unwrap, which…