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Spherical harmonic (SH) lighting is a family of real-time rendering techniques that can produce highly realistic shading and shadowing with comparatively little overhead. . All SH lighting techniques involve replacing parts of standard lighting equations with spherical functions that have been projected into frequency space using the spherical harmonics as a b
other 3D game files 3D renderer files OpenFlight (FLT) OGRE other 3D game files 3D renderer files 3ds Max: Yes Yes No AC3D [15] [16] No Quake III BSP, Quake II (MD2), Quake III Mesh (MD3), Irrlicht irrmesh, Renderware, SMF: No Yes DirectX X, Second Life Sculpted Prim, Quake II (MD2), Quake Map, SMF, Unreal Tournament POV-Ray POV, RenderMan RIB ...
In SDF ray marching, or sphere tracing, [16] each ray is traced in multiple steps to approximate an intersection point between the ray and a surface defined by a signed distance function (SDF). The SDF is evaluated for each iteration in order to be able take as large steps as possible without missing any part of the surface.
In 3D computer graphics, a wire-frame model (also spelled wireframe model) is a visual representation of a three-dimensional (3D) physical object. It is based on a polygon mesh or a volumetric mesh, created by specifying each edge of the physical object where two mathematically continuous smooth surfaces meet, or by connecting an object's constituent vertices using (straight) lines or curves.
Shading can then be added to the facets, possibly with blending between the regions for a smoother display. Shading can also be static or dynamic. A lower quality of shading is typically used for dynamic shading, while high quality shading, with multiple light sources, textures, etc., requires a delay for rendering.
ability to draw the 1st and 2nd derivative and the integral of a plot function; support user-defined constants and parameter values; various tools for plot functions: find minimum/maximum point, get y-value and draw the area between the function and the y-axis
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