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Half-baked: Probe warping

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Half-baked: Probe warping is a personal technical essay on c0de517e.com about warping depth-aware probe data baked at one location to approximate results at another.

After recalling Call of Duty Black Ops 3 probe lighting work, the author focuses on spherical probes that store scene depth per texel. The essay derives a plane-based iterative warp, shows constructions, and links the idea to parallax mapping. A Shadertoy prototype bakes an octahedral depth probe, warps it to a second viewpoint, and compares against a reference bake, with notes on discontinuities, mip filtering, and related distance-impostor work.

It is for advanced rendering engineers who already use cubemap or irradiance probes and shader prototyping. Comfort with baked GI and parallax correction helps.

The resource is a free HTML article with diagrams, algorithm steps, and an August 2025 appendix of caveats. No library download is shipped.

It is useful as a grounded walkthrough of a fast probe-warping heuristic when approximate reprojection is needed without relying only on an analytic proxy shape.