An explanation of the technology behind the Source Engine's baked lighting, specifically how it is used alongside normal maps to add more clarity than most baked lighting approaches.
There's a lot more things that Source does that are worthy of their own videos, and I plan on talking about those too at some point. I know, for anyone who is somewhat well versed in the realm of computers and graphics and such, some of this video may be redundant. I've tried to succinctly explain some of the basic concepts that are important for understanding this video to make it more approachable. Hopefully I did a good job :)
The paper: http://www.decew.net/OSS/References/D...