Developing a Real-Time Renderer With Optimized Shadow Volumes
نویسنده
چکیده
This paper presents a collection of ideas that are needed for developing an efficient, general purpose, real-time rendering engine with recent hardware’s possibilities taken into consideration. The principals of several visual effects seen in recent games (like tangent space Phong illumination, bump mapping, parallax mapping and shadow volumes) are discussed. A new way of generating shadow volumes is proposed that helps the reduction of render passes efficiently.
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