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dc.contributor.authorMéndez, Àlexen_US
dc.contributor.authorSbert, Mateuen_US
dc.contributor.authorCatà, Jordien_US
dc.date.accessioned2015-11-12T07:55:45Z
dc.date.available2015-11-12T07:55:45Z
dc.date.issued2003en_US
dc.identifier.issn1017-4656en_US
dc.identifier.urihttp://dx.doi.org/10.2312/egsl.20031083en_US
dc.description.abstractHere we present an animation that demonstrates the power of the obscurances technique and how it can be used in a video-game context when moving objects are in the scene. Obscurances is 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. The implementation of this technique is made on a 3D game engine that allows real-time recomputation of obscurances for moving objects. Extensions to deal with color bleeding can also be appreciated.en_US
dc.publisherEurographics Associationen_US
dc.titleReal-time Obscurances with Color Bleeding (the three cubes demo)en_US
dc.description.seriesinformationEurographics 2003 - Slides and Videosen_US


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