Ignacio Castaño personal blog

Lightmap Compression in the Witness

In my initial implementation of our lightmapping technology I simply stored lightmap textures in RGBA16F format. This produced excellent results, but at a very high memory cost. I later switched to the R10G10B10A2 fixed point format to reduce the memory footprint of our lightmaps, but that introduce
Points
125
HN comments
1
Submissions
1
Cited by
0 commenters

Games & GraphicsSoftware Engineering2017

On Hacker News

SubmittedTitle on HNPointsComments
May 8, 2017Lightmap Compression in the Witness by mmastrac1251

Related posts from the same era