ACM SIGGRAPH 2006 Courses on - SIGGRAPH '06 2006
DOI: 10.1145/1185657.1185832
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Shading in valve's source engine

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Cited by 24 publications
(11 citation statements)
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“…The image may be captured from a real-world location, drawn by an artist as an art asset or generated in a pre-processing stage by sampling the virtual environment. Multiple samples can then be used to light a dynamic character as it moves through the (static) environment [127]. Although the results can be very effective, image-based lighting cannot deal with fully dynamic scenes without having to recompute the environment maps, which may be costly.…”
Section: Shadowsmentioning
confidence: 99%
“…The image may be captured from a real-world location, drawn by an artist as an art asset or generated in a pre-processing stage by sampling the virtual environment. Multiple samples can then be used to light a dynamic character as it moves through the (static) environment [127]. Although the results can be very effective, image-based lighting cannot deal with fully dynamic scenes without having to recompute the environment maps, which may be costly.…”
Section: Shadowsmentioning
confidence: 99%
“…[Mitchell et al 2006;Mitchell et al 2007b]). The original Irradiance Volume is a bilevel grid that stores irradiance values at each vertex position.…”
Section: Previous Workmentioning
confidence: 99%
“…The automatic system is based on that used in the game Half Life 2 [Mitchell et al 2006], and involves building up a basic histogram of the scene luminance, by each frame drawing pixels within a different luminance range to an off-screen buffer, and asynchronously querying the results.…”
Section: High Dynamic Range (Hdr) Lightingmentioning
confidence: 99%