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In all cases, soft shadows for static geometry are possible if simple occlusion tests (such as basic ray-tracing) are used to determine which lumels are visible to the light. However, the actual softness of the shadows is determined by how the engine interpolates the lumel data across a surface, and can result in a pixelated look if the lumels ...
Nvidia Gameworks consists of several main components: VisualFX: For rendering effects such as smoke, fire, water, depth of field, soft shadows, HBAO+, TXAA, FaceWorks, and HairWorks. PhysX: For physics, destruction, particle and fluid simulations. OptiX: For baked lighting and general-purpose ray-tracing.
It is possible to modify the depth map test to produce shadows with a soft edge by using a range of values (based on the proximity to the edge of the shadow) rather than simply pass or fail. The shadow mapping technique can also be modified to draw a texture onto the lit regions, simulating the effect of a projector. The picture above captioned ...
3D animation of ambient occlusion enabled on the animation to the right. In the absence of hardware-assisted ray traced ambient occlusion, real-time applications such as computer games can use screen space ambient occlusion (SSAO) techniques such as horizon-based ambient occlusion including HBAO and ground-truth ambient occlusion (GTAO) as a faster approximation of true ambient occlusion ...
Path tracing naturally simulates many effects that have to be specifically added to other methods (conventional ray tracing or scanline rendering), such as soft shadows, depth of field, motion blur, caustics, ambient occlusion, and indirect lighting. Implementation of a renderer including these effects is correspondingly simpler.
Shadows – the effect of obstructing light; Soft shadows – varying darkness caused by partially obscured light sources; Reflection – mirror-like or highly glossy reflection; Transparency (optics), transparency (graphic) or opacity – sharp transmission of light through solid objects
An image rendered using Mental Ray which demonstrates global illumination, photon maps, depth of field, ambient occlusion, glossy reflections, soft shadows and bloom. The primary feature of Mental Ray is the achievement of high performance through parallelism on both multiprocessor machines and across render farms.
Shadow volume is a technique used in 3D computer graphics to add shadows to a rendered scene. It was first proposed by Frank Crow in 1977 [1] as the geometry describing the 3D shape of the region occluded from a light source. A shadow volume divides the virtual world in two: areas that are in shadow and areas that are not.