Mitchell-ShadingInValvesSourceEngine
Mitchell-ShadingInValvesSourceEngine
Mitchell-ShadingInValvesSourceEngine
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Indirect Illumination in Games‣ Quake III used a filtered samplefrom a 3D array of ambient terms toprovide a constant ambient for agiven character [Hook99]‣ MotoGP used a hemisphere lightingmodel where bounced light from theground varied spatially throughoutthe race track [Hargreaves03]‣ Max Payne 2 stored linear 4-termspherical harmonic coefficients foruse in lighting characters and othermoving geometry [Lehtinen06]From [Hargreaves03]