The indirect propagation of light is now simulated considering the surrounding geometry, so that in addition to direct light, reflected and diffused light from various surfaces and extended light sources (sky, radiating and reflecting surfaces, shading from massive objects and buildings, etc.) will appear. They precisely accounted for direct light from light sources, while indirect light was modeled approximately. Up to this point, our rendering has been using simplified ambient lighting algorithms. Pedal to the floor! Update of the “Targem engine”
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