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9.1 Motion Blur
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Programming with OpenGL: Advanced
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8.5.2 Modeling Material Smoothness
9 Scene Realism
9.1 Motion Blur
Depth of Field
9.3 Reflections and Refractions
9.3.1 Planar Reflectors
Planar Reflections and Refractions using the Stencil Buffer
Planar Reflections using Texture Mapping
Interreflections
9.3.2 Sphere Mapping
Using a Sphere Map
Generating a Sphere Map for Specular Reflection
Multipass Techniques and Interreflections
Other Sphere Mapping Techniques
Limitations of Sphere Mapping
9.4 Creating Shadows
9.4.1 Projection Shadows
Projection Shadow Trade-offs
9.4.2 Shadow Volumes
Multiple Light Sources
Shadow Volume Trade-offs
9.4.3 Shadow Maps
Shadow Map Trade-offs
9.4.4 Soft Shadows by Jittering Lights
9.4.5 Soft Shadows Using Textures
David Blythe
Thu Jul 17 21:24:28 PDT 1997