Illustrative Rendering in
NPAR07_IllustrativeRenderingInTeamFortress2_Slides
NPAR07_IllustrativeRenderingInTeamFortress2_Slides
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Ambient Cube• Grounds characters <strong>in</strong> game worlds• Pre-compute irradiance samplesthroughout the environment• Variable density irradiance volume[Greger98] where each sampledef<strong>in</strong>es an irradiance environmentmap [Ramamoorthi01]• Directional ambient term which<strong>in</strong>cludes only <strong>in</strong>direct light• Lights beyond the first four can beadded to the ambient cube• Used <strong>in</strong> a novel way <strong>in</strong> rim light<strong>in</strong>g,which we’ll discuss <strong>in</strong> a momentDirectional AmbientConstant Ambient© 2007 Valve Corporation. All Rights Reserved.