A radiosity method for non-diffuse environments
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
A practical analytic model for daylight
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
An efficient representation for irradiance environment maps
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Models of light reflection for computer synthesized pictures
SIGGRAPH '77 Proceedings of the 4th annual conference on Computer graphics and interactive techniques
Frequency space environment map rendering
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Fast, arbitrary BRDF shading for low-frequency lighting using spherical harmonics
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
IEEE Computer Graphics and Applications
Lambertian Reflectance and Linear Subspaces
IEEE Transactions on Pattern Analysis and Machine Intelligence
A reflectance model for computer graphics
SIGGRAPH '81 Proceedings of the 8th annual conference on Computer graphics and interactive techniques
Clustered principal components for precomputed radiance transfer
ACM SIGGRAPH 2003 Papers
Optimized photon tracing using spherical harmonic light maps
SIGGRAPH '05 ACM SIGGRAPH 2005 Sketches
Experimental analysis of BRDF models
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
System for Automated Interactive Lighting (SAIL)
Proceedings of the 4th International Conference on Foundations of Digital Games
Efficient irradiance normal mapping
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology
Level-of-detail and streaming optimized irradiance normal mapping
I3D '11 Symposium on Interactive 3D Graphics and Games
Rendering of 3D dynamic virtual environments
Proceedings of the 4th International ICST Conference on Simulation Tools and Techniques
Technical section: Memory efficient light baking
Computers and Graphics
Analytic Tangent Irradiance Environment Maps for Anisotropic Surfaces
Computer Graphics Forum
Real-time spherical harmonics based subsurface scattering
ICIAR'12 Proceedings of the 9th international conference on Image Analysis and Recognition - Volume Part I
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Lighting and material are very important aspects of the visual appearances of games and they present some of the hardest challenges in real time graphics today. For Halo and indeed many other games, keeping the players immersed in the virtual environment for long periods of time is a top priority of the graphics system, and good quality lighting and realistic materials are the fundamental building blocks for achieving the level of realism necessary to accomplish this goal.