point-based method - Pixar Graphics Technologies
point-based method - Pixar Graphics Technologies
point-based method - Pixar Graphics Technologies
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Compute global illum at a <strong>point</strong><br />
• Problem: if all <strong>point</strong>s are added up, even<br />
<strong>point</strong>s “hidden” behind other <strong>point</strong>s will<br />
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