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New feature to create smooth indirect lighting and more about refraction!
Posted by unrealer2 on Feb 20th, 2011
We added another feature to our lighting system, which we call "Indirect Lighting". Although it's called "Indirect Lighting" it is not real indirect lighting like in global illuminaton, but rather a simple fake of it to get smooth lighting effects. We can render it dynamically at nearly no cost, and used properly it can bring you some nicly lit images using only a few lights at once. This scene can be completley lit now by using only one single point light:
To render our IndirectLighting we use a rather simple formula. We calculate the lighting as we would usually do, but without respecting the normal-vectors of the world. So we get a gradient from the middle of the light to it's bounds. Then we subtract the standard lighting from it and color both results in their own colors:
Though this is so simple, I don't think I have not seen this in a game. This is our last head, rendered with "IndirectLighting":
We improved our refractions by removing those wrong pixels at the border of the refraction when another mesh is in the front of the refractive surface:
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