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I am in the process of writing a Lightmapper and I discovered this video about Quake's lightmapping process: https://www.youtube.com/watch?v=bxientPsqRg

The video discusses that the polygon is somehow "projected" onto the lightmap texture with an affine transform in such a way that the lightmap pixels ("luxels") are uniformly distributed (in the case of quake, 1 "luxel" per 16 texels).

If I have a regular 3D mesh, how do I project a polygon into such a texture? The video just says "computed with a few vectors" but does not explain what is actually done.

I think - what I want - is something like this:

enter image description here Each polygon gets its own little rectangular texture.

Related question:

As I understood the video, the each polygon gets its own texture. enter image description here

Does that mean the luxels in the red/green portions are calculated multiple times (once for the green polygon, once for the red polygon and once for each other polygon that covers this area)?

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  • \$\begingroup\$ I've answered some past Q&A about projection math used in Quake, though I'm not sure if that's relevant for this application. \$\endgroup\$ Commented Dec 4, 2024 at 2:01

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