![]() ![]() A way for games to work around this limitation is to calculate indirect light only for objects and surfaces that are known ahead of time to not move around (that are static). Traditionally, video games and other realtime graphics applications have been limited to direct lighting, while the calculations required for indirect lighting were too slow so they could only be used in non-realtime situations such as CG animated films. Note the subtle effect of indirect lighting. Another is when sunlight hits the floor at the opening of a cave and bounces around inside so the inner parts of the cave are illuminated too. ![]() One classic example is ‘color bleeding’ where, for example, sunlight hitting a red sofa will cause red light to be bounced onto the wall behind it. Modelling indirect lighting allows for effects that make the virtual world seem more realistic and connected, since objects affect each other’s appearance. Global Illumination (GI) is a system that models how light is bounced off of surfaces onto other surfaces (indirect light) rather than being limited to just the light that hits a surface directly from a light source (direct light). Cannot access other versions offline! Global Illumination ![]()
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