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You simply need to define the water, the same way you define the skies for lighting purposes. You may or may not need to duplicate the world simulation for lighting if you want water to behave different from solids.


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To begin with, most real time rendering is done by rasterization, rather than ray tracing. While much faster, it means that we're essentially imitating how light works rather than simulating it. We get an even bigger speed boost by "baking" our static lighting information into the environment. Ambient lighting is the base level of light, or the minimum ...


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They approximate indirect lighting in a local illumination light model. In other words, the interaction between lights bouncing from one surface to another is not a part of local illumination; we call the light model where bounces are considered global illumination. Ambient lighting and occlusion simulate accumulated light (or find areas where indirect ...


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Physically based rendering basically means that you strive to have realistic materials and lighting calculations. The way you do this can vary a bit (or a lot) depending on application, but the main idea is that no material can reflect more light back than hits it, and preferably you want to measure the Bidirectional reflectance distribution function (or ...


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Those terms are very imprecisely defined, and their definitions will vary from person to person, or from engine to engine. There is a quick and easy introduction at this page, you may want to take a look at it. I've only done games, so I can't tell you much about films. This being a game development Q/A, it is unlikely that you will find many people with ...


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I'm not very good with English, let's hope that the variable names are clear. float3 half_vector = normalize( eye_dir + light_dir ); float n_dot_l = saturate( dot( normal, light_dir ) ); float n_dot_h = saturate(dot( normal, half_vector ); float h_dot_l = saturate(dot( half_vector, light_dir )); // Amount of reflected energy based on angle // usually is [f0 ...


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Re-psuedo-coded: //draw pillar LightMapTexture.Clear(0,0,0,0); //Transparent everywhere spriteBatch.Begin(Immediate, Alpha); spriteBatch.Draw(Texture, new Rectangle(PillarX, PillarY, Width, Height), Color.White); //Still transparent everywhere except texture; texture may be partially transparent also customBlendState = new BlendState(); ...


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No. BasicEffect cannot be told how to calculate the light-space coordinates, nor how to compare the depths. It is a "basic" Phong shader. Implementing this is fairly straight-forward: -Draw the scene from the light's perspective into a texture, recording the scene depth only. -Draw the scene again from the camera's perspective into a different texture using ...


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The word you're looking for is "ambient light," and is the common term for most game engines. You can find more information about Unity's ambient light, fog, and other global scene settings here: Unity Manual - Render Settings


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From your question, I understand you need to simulate object occlusion: in real life (as well as in any 3D videogame) you just can't see an object hiding behind another bigger object. I think of an easy way to accomplish this: Use raytracing to detect which areas the player can or can't see from current position (that's what you did in figure 2) to ...


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Sending MVMatrix to the GPU and performing multiplication is not a problem. The GPU is very good at matrix multiplication that most of it is better moved from CPU to GPU, actually the GPU is designed as a vector processor to handle these operations. Newer GPUs can handle Giga Flops so don't worry about performance for simple light calculations. If your ...


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Try to declare your float variables outside of the loop. It doesn't make sense to declare them in each run of the loop. Let me know, how many frames you could gain. Regards, M


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I also though about overlaying a texture and using a cutout alpha mask, but that would not translate well considering that the visible polygon is updated every frame and the mask has to be premade(?). I'd consider to dynamically build a mesh with the calculated polygons and draw it before everything else. It works occluding the rest of the scene ...



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