<p>According to the Star Swarm developers this helps them with LOD and enables greater shading scaling. Based on this I guess its simply texture space lighting.</p>

<blockquote>
  <p>Because we do what we’re calling object space lighting, we calculate the projected size of each of those objects on screen, and based on that we shade it in a priority manner based on how large they are. We can scale the shading quality at a different frequency than we scale the geometry level or something else.</p>
</blockquote>

<p><a href="http://venturebeat.com/2014/01/21/a-deep-dive-into-the-making-of-the-eye-popping-star-swarm-demo-interview/view-all/"> A deep dive into the making of the eye-popping Star Swarm demo (interview)</a></p>

CC BY-SA 3.0
2015-08-29T19:29:17.383Z
2015-08-29T19:29:17.383Z
Krzysztof Narkowicz
<p>Looking at <a href="http://www.oxidegames.com/star-swarm/">Star Swarm</a>, a demo for the Nitrous engine, I found this little line:
"Nitrous uses Object Space Lighting, the same techniques used in film, including real-time film-quality motion blur."</p>

<p>I tried looking around for anything on "object space lighting" or "object space rendering" but couldn't come up with anything. When I hear "object space" I think of doing it per-object but I was hoping to find a more detailed description of the method.</p>

<p>Does anyone know anything about "object space lighting" and if so could you go into some technical details(how its done, pros, cons, etc)?</p>

CC BY-SA 3.0
2015-08-29T18:53:47.497Z
Have you seen this? Not a whole lot of info but some.  http://www.gamedev.net/topic/573051-lighting-in-object-space/
Alan Wolfe
<rendering><real-time><lighting><space>
What is "Object Space Lighting"?
Ethan Shulman
# What is "Object Space Lighting"?

(Asked by: username_0 on 2015-08-29)

Looking at [Star Swarm](http://www.oxidegames.com/star-swarm/), a demo for the Nitrous engine, I found this little line:
"Nitrous uses Object Space Lighting, the same techniques used in film, including real-time film-quality motion blur."

I tried looking around for anything on "object space lighting" or "object space rendering" but couldn't come up with anything. When I hear "object space" I think of doing it per-object but I was hoping to find a more detailed description of the method.

Does anyone know anything about "object space lighting" and if so could you go into some technical details(how its done, pros, cons, etc)?

**Tags:** rendering, real-time, lighting, space

> **Comments:**
> **username_1**: Have you seen this? Not a whole lot of info but some.  http://www.gamedev.net/topic/573051-lighting-in-object-space/  

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## 1 answers

### Answer by username_2 on 2015-08-29. Score: 7 | Accepted answer

According to the Star Swarm developers this helps them with LOD and enables greater shading scaling. Based on this I guess its simply texture space lighting.

> Because we do what we’re calling object space lighting, we calculate the projected size of each of those objects on screen, and based on that we shade it in a priority manner based on how large they are. We can scale the shading quality at a different frequency than we scale the geometry level or something else.

[A deep dive into the making of the eye-popping Star Swarm demo (interview)](http://venturebeat.com/2014/01/21/a-deep-dive-into-the-making-of-the-eye-popping-star-swarm-demo-interview/view-all/)


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