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On 12/05/2016 05:38 PM, nemesis wrote:
> real-time GI ("radiosity")
Hmm, I don't know about that.
I'm not sure exactly what algorithm these game engines are using. (I bet
Warp would know...) But I often notice that as the camera moves, certain
objects leave faint "trails" behind them. It's as if the lighting
approximation is doing some sort of iterative improvement, one iteration
per frame. So the lighting converges to the correct values, but only for
stationary images.
That's not quite "real-time". Close, though...
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