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However, besides the fact that this approach will only run on DirectX 11 or
higher hardware, it requires also a depth and a normal buffer for reconstructing
the position and normal of the visible pixels. Therefore it is best fitted for direct
illumination approaches such as deferred rendering.
Bibliography
[Kaplanyan and Dachsbacher 10] Anton Kaplanyan and Carsten Dachsbacher.
“Cascaded Light Propagation Volumes for Real-Time Indirect Illumination.”
In Symposium on Interactive 3D Graphics and Games (I3D) , pp. 99-107. New
York: ACM, 2010.
[Mavridis and Papaioannou 11] Pavlos Mavridis and Georgios Papaioannou.
“Global Illumination Using Imperfect Volumes.” Presentation, International
Conference on Computer Graphics Theory and Applications (GRAPP), Al-
garve, Portugal, 2011.
[Sloan 08] Peter-Pike Sloan. “Stupid Spherical Harmonics (SH) Tricks.” Com-
panion to Game Developers Conference 2008 lecture, http://www.ppsloan.org/
publications/StupidSH36.pdf , February 2008.
 
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