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Chapter 3 "Shadows and Occlusion" covers everything you need to know about which lights need to cast shadows, visual goals in adjusting shadows, shadow algorithms, shadow bias, how to fix artifacts in shadow maps, approaches to rendering soft shadows, raytraced shadows, and ambient occlusion.
Chapter 4 "Lighting Environments and Architecture" explains how to light interior and exterior environments and simulate natural and artificial light sources. Approaches include simulated radiosity, adding your own bounce lights, as well as Global Illumination, radiosity, photon mapping, caustics, and Final Gathering. Next Page >>>



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