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Lightmaps

Lightmaps are textures that store precomputed lighting information for 3D scenes. They are used to achieve realistic shading, soft shadows, and ambient lighting effects while keeping runtime rendering costs low. A lightmap typically contains color data representing the amount of light that reaches each surface point, and may be combined with other shading data during rendering.

Creation and application involve a baking process. The 3D geometry is unwrapped into a separate lightmap UV

Lightmaps excel for static or largely static scenes, where lighting does not change over time. They reduce

Modern pipelines often combine lightmaps with other techniques such as dynamic lighting, ambient occlusion maps, and

channel
that
lays
out
surfaces
in
a
texture
space
without
overlap.
A
global
illumination
calculation—historically
radiosity,
and
more
recently
ray
tracing,
path
tracing,
or
photon-based
methods—computes
the
indirect
lighting
and
shadows
for
each
texel.
The
resulting
color
values
are
saved
into
a
lightmap
texture.
At
render
time,
the
engine
samples
the
lightmap
using
the
surface’s
lightmap
UVs
and
multiplies
or
combines
the
result
with
the
surface
albedo
to
produce
the
final
shaded
color.
per-frame
computation
by
transferring
complex
lighting
into
a
precomputed
texture.
However,
they
impose
limitations:
dynamic
objects
may
appear
inconsistently
lit,
re-baking
is
required
when
geometry
or
lighting
changes,
and
lightmap
resolution
must
be
managed
to
avoid
visible
tiling
or
blurring.
Also,
seams
between
lightmap
texels
and
compression
artifacts
can
affect
image
quality.
global
illumination
caches.
They
are
widely
used
in
games
and
architectural
visualization
to
deliver
high-quality
lighting
with
controllable
performance.