Abstract
The previous chapters of this book discussed various global illumination methods and presented stand-alone programs and shaders that can implement them. In this last chapter, we examine how these approaches can be combined and integrated in games and virtual reality systems.
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© 2008 Springer Nature Switzerland AG
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Szirmay-Kalos, L., Szécsi, L., Sbert, M. (2008). Integrating GI Effects in Games and Virtual Reality Systems. In: GPU-Based Techniques for Global Illumination Effects. Synthesis Lectures on Computer Graphics and Animation. Springer, Cham. https://doi.org/10.1007/978-3-031-79525-1_12
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DOI: https://doi.org/10.1007/978-3-031-79525-1_12
Publisher Name: Springer, Cham
Print ISBN: 978-3-031-79524-4
Online ISBN: 978-3-031-79525-1
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