Ambient aperture lighting

Christopher Oat, Pedro V. Sander · 2007

This paper introduces a new real-time shading model that uses spherical cap intersections to approximate a surface's incident lighting from dynamic area light sources. Our method uses precomputed visibility information for static meshes to compute illumination with approximate high-frequency shadows in a single rendering pass. Because this technique relies on precomputed visibility data, the mesh is assumed to be static at render time. Due to its high efficiency and low memory footprint this method is highly suitable for games.

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