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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
The book is now in its fourth edition. [ 3 ] The first successful, yet partial implementation of physically-based rendering in a video game can be found in the 2013 title Remember Me , that despite being built on a game engine not natively supporting this technology ( Unreal Engine 3 ) was properly modified to accommodate this feature. [ 4 ]
Java: 2006 Yes 3D Cross-platform: GPL: Java port of Quake II game engine Java 3D: Java: Yes 3D Cross-platform: BSD: Community-centric project. Used by many schools as part of course work Jedi: C: Yes 2.5D DOS, Windows: Star Wars: Dark Forces, Outlaws: Proprietary: Rumored to have been reverse-engineered from Doom engine jMonkeyEngine: Java ...
Caustics can be implemented in 3D graphics by blending a caustic texture map with the texture map of the affected objects. [34] The caustics texture can either be a static image that is animated to mimic the effects of caustics, or a Real-time calculation of caustics onto a blank image. [34]
This humble vegetable can go a long way in your kitchen.
The country's top doctor wants a new warning added to alcohol that would alert drinkers about links to cancer, but don't expect cigarette-style warning labels any time soon.. U.S. Surgeon General ...
For the time being, Randy Moss is stepping away from ESPN's Sunday NFL Countdown due to health reasons. Moss addressed the issue during last week's show, while explaining why he was wearing blue ...
In the field of 3D computer graphics, deferred shading is a screen-space shading technique that is performed on a second rendering pass, after the vertex and pixel shaders are rendered. [2] It was first suggested by Michael Deering in 1988. [3] On the first pass of a deferred shader, only data that is required for shading computation is gathered.