Real-time obscurances with color bleeding

Abstract
Obscurances are a powerful technique that simulates diffuse illumination, i.e. radiosity, with a much lower cost. Its advantage is based in that it considers only neighbour interactions instead of considering global ones, and in being decoupled from direct illumination computation. In this paper we present an implementation of this technique on a 3D game engine that allows real-time recomputation of obscurances for moving objects. Other extensions to deal with color bleeding and difficult lighting conditions are also discussed.

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