Geomerics' CTO, Jules Davis, said 'I am delighted with how this technology has been progressing. It is extremely fast and GPU friendly, and has a great impact on in-game realism'. Geomerics will be giving a glimpse of some of their technology at the forthcoming GDC in San Jose from 22-24th March.
Lighting and shadowing are key elements in the rendering of realistic-looking next generation games. A well known currently used approach known as spherical harmonic pre-computed radiance transfer (PRT) lighting has the advantage of dealing with much of the computational complexity associated with realistic shadowing in a pre-compute step so that, at run-time, only a handful of simple operations are performed allowing an efficient GPU-based implementation. However a fundamental restriction with spherical harmonic PRT is that it is impossible to handle light effects that change with the viewing angle such as specular highlights and it struggles to cope with highly dynamic lighting environments.
Further technical details can be found here.
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