Re:The Art of Rendering (2012)
by Scene_Cast2 on Saturday December 07, 2013 @12:47PM
(#6866993)
So far I've tried doing it on paper for a infinite plane with a single step and uniform lighting. I ended up with a scaled atan(x) as the function of light depending on the distance from the step. I haven't figured out how to handle complex occluding geometry in a nice way.
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That's exactly what I mean; the simple sanity check case is easy, but once you start layering on things like complex geometry and surface models and volume data, the problem grows in difficulty absurdly quickly.