The Lighting Technology of Detroit - Become Human

The Lighting Technology of Detroit - Become Human

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Intro

1 of 15

1 of 15

Intro

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The Lighting Technology of Detroit - Become Human

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  1. 1 Intro
  2. 2 PBR at Quantic Dream
  3. 3 Photometric Units - Exposure
  4. 4 Photometric Units (DEBUG)
  5. 5 Material Calibration
  6. 6 Close-up Lighting
  7. 7 Close-up Shadow
  8. 8 Volumetric Lighting
  9. 9 Probe Grid
  10. 10 Irradiance Sparse Octree
  11. 11 Octree level discontinuity
  12. 12 Volume texture Atlas
  13. 13 GI Display
  14. 14 Conclusion
  15. 15 Questions?

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