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Unified shadow and lighting is a lighting model. One of its early uses was in ''The Legend of Zelda: The Wind Waker'', a game developed and released by Nintendo in 2003. Before implementation of ''unified lighting and shadowing'', lighting and shadow information for maps would be static, pre-generated and stored, whereas lighting and shadowing information for characters would be determined at run-time. ''Unified lighting and shadowing'' uses a unified model that generates the lighting and shadows for everything at run-time. This means that any lights will affect the whole scene and not only certain parts. This may include self-shadowing via shadow volumes, where characters can cast shadows on themselves. Today's animation and games use this technology to create highly soft shadows to make the gaming world more realistic == See also == * Shadow volume 抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)』 ■ウィキペディアで「unified lighting and shadowing」の詳細全文を読む スポンサード リンク
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