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Real-time obscurances with color bleeding

机译:实时遮盖色斑

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Obscurances are a powerful technique that simulates diffuse illumination, i.e. radiosity, with a much lower cost. Its advantage is based in that it considers only neighbour interactions instead of considering global ones, and in being decoupled from direct illumination computation. In this paper we present an implementation of this technique on a 3D game engine that allows real-time recomputation of obscurances for moving objects. Other extensions to deal with color bleeding and difficult lighting conditions are also discussed.
机译:遮挡是一种功能强大的技术,可以以更低的成本模拟漫射照明(即光能传递)。它的优势在于,它仅考虑邻居交互,而不考虑全局交互,并且与直接照明计算脱钩。在本文中,我们介绍了此技术在3D游戏引擎上的实现,该引擎允许实时重新计算运动对象的模糊度。还讨论了其他解决颜色渗色和困难照明条件的扩展。

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