Shading in valve's source engine

Jason Mitchell, Gary McTaggart, Chris Green
2006 ACM SIGGRAPH 2006 Courses on - SIGGRAPH '06  
Chapter 8: Shading in Valve's Source Engine lighting of radiosity with the reusable high frequency detail provided by normal mapping. In order for our characters to integrate naturally with our radiosity normal mapped scenes, we used an irradiance volume to provide directional ambient illumination in addition to a small number of local lights for our characters. With Valve's recent shift to episodic content development, we have focused on incremental technology updates to the Source engine. For
more » ... Source engine. For example, in the fall of 2005, we shipped an additional free Half-Life 2 game level called Lost Coast and the multiplayer game Day of Defeat: Source. Both of these titles featured real-time High Dynamic Range (HDR) rendering and the latter also showcased the addition of real-time color correction to the engine. In these course notes, we will describe the unique aspects Valve's shading techniques in detail.
doi:10.1145/1185657.1185832 dblp:conf/siggraph/MitchellMG06 fatcat:qmzn6ugwfzdt3cphjn4d4dsqfu