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    Hemisphere used for lighting and heavily smoothed meshes Is there a problem with the widely adopted approach for lighting, when using the interpolated normals of the smoothed meshes? Upper case - Shouldn't it self-intersect with its own triangle? Lower case - Can't it happen that light rays come from outside the hemisphere? The XYZ of the red dot actually lies on the black line(surface), but for computation, I assume its 3D position is displaced toward the interpolated normal to alleviate this effect: http://bit.ly/2HpQhjy https://ift.tt/eA8V8J

    Is there a problem with the widely adopted approach for lighting, when using the interpolated normals of the smoothed meshes? Upper case - Shouldn't it self-intersect with its own triangle? Lower case - Can't it happen that light rays come from outside the hemisphere? The XYZ of the red dot actually lies on the black line(surface), but for computation, I assume its 3D position is displaced toward the interpolated normal to alleviate this effect: http://bit.ly/2HpQhjy

    from GameDev.net http://bit.ly/2YzWD5C

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