Lecture 013


// hemisphere vs spherical light

There were a period of time when most games are bumpy (when normal map was hot), are blooming (when blooming was hot), are over-occluded (when screen-space ambient occlusion was hot)

we are at slide 57

What to work on:

  1. occupancy grid depth supervision
  2. cloud rendering
  3. background / forground model
  4. only train for moving parts (freeze static part)
  5. mixed rendering with Arena
  6. capturing infrestructure

That's how I spend

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