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Second, anisotropic reflections could be emulated by stretching image proxies
based on some physical properties. A more physically based approach could be
developed for the mipmap generation step.
Finally, image reflections as used in Epic's Samaritan demo [Mittring and
Dudash 11] also are an interesting future development.
The screenshots in Figures 1.1 , 1.4, 1.5, 1.6 , 1.8, and 1.11 are Remember Me
gameplay images from the game demo at Gamescom 2012. Images courtesy of
Capcom U.S.A., Inc., c
Capcom Co. Ltd. 2013, all rights reserved.
[Bjorke 04] Kevin Bjorke. “Image base lighting.” In GPU Gems ,editedby
Randima Fernando, pp. 307-321. Reading, MA: Addison-Wesley, 2004.
[Brennan 02] Chris Brennan. “Accurate Environment Mapped Reflections and
Refractions by Adjusting for Object Distance.” In ShaderX , edited by Wolfgang
Engel, pp. 290-294. Plano, TX: Wordware Inc., 2002.
[Czuba 10] Bartosz Czuba. “Box Projected Cubemap Environ-
ment Mapping.” .
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[Geiss 05] Ryan Geiss. “The Naked Truth Behind NVIDIA's Demos.” Exhibitor
Tech Talk, ACM SIGGRAPH 2005, Los Angeles, CA, 2005.
[Kautz et al. 00] Jan Kautz, Pere-Pau Vazquez, Wolfgang Heidrich, and Hans-
Peter Seidel. “Unified Approach to Prefiltered Environment Maps.” In Proceed-
ings of the Eurographics Workshop on Rendering Techniques 2000 , pp. 185-196.
London: Springer-Verlag, 2000.
[Lagarde 12] Sebastien Lagarde. “Image-Based Lighting Approaches
and Parallax-Corrected Cubemap.” Random Thoughts about Graph-
ics in Games .
ber 29, 2012.
[Lagarde and Zanuttini 12] Sebastien Lagarde and Antoine Zanuttini. “Local
Image-Based Lighting with Parallax-Corrected Cubemap.” In ACM
GRAPH 2012 Talks , article no. 36. New York: ACM, 2012.
[Lengyel 07] Eric Lengyel. “Projection Matrix Tricks.” Presentation, Game De-
velopers Conference 2007, San Francisco, CA, 2007.
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