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Lighting in games: past, present and future

Published: 26 April 2009 Publication History

Abstract

Many games have used some form of lighting pre-computation to increase realism. As computational power has increased these techniques have evolved from traditional diffuse scalar radiosity, to vector irradiance formulations of radiosity that decouple normal variation to techniques that can model non-diffuse materials. This talk will cover how these techniques have been used in games over time and the outstanding research problems going forward in this area. The challenge of getting your research adopted in games, or doing research that games find interesting and relevant, will also be discussed.

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FDG '09: Proceedings of the 4th International Conference on Foundations of Digital Games
April 2009
386 pages
ISBN:9781605584379
DOI:10.1145/1536513
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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  • SASDG: The Society for the Advancement of the Science of Digital Games

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 26 April 2009

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FDG '09
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  • SASDG

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Overall Acceptance Rate 152 of 415 submissions, 37%

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