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One of the most difficult tasks in 3D programming is casting real-time dynamic shadows for an arbitrary number of light sources in complex scenes. So far, there are no real generic solutions for this problem that allow interactive frame rates. In this document I present an algorithm that comes close to a good and generic solution. The algorithm can be applied to both hardware- and software rendering. |
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Author WebMaster |
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Last update 2003-05-07
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Lightmapping code |
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Author WebMaster |
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Last update 2003-02-26
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