with the increasing performance of graphics hardware
in the sense that as hardware improves more and more
light sources can be included in the set of sources
which are allowed to cast shadows.
Another important element is the proposed tech-
nique to handling the actual shadowing by essentially
computing albedos and relighting the scene with ir-
radiance which takes both virtual and real geometry
into account when shading shadow areas. In this a
physically-based approach is obtained which will pro-
vide correct intensities and color balances in shadow
areas.
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A SCALABLE GPU-BASED APPROACH TO SHADING AND SHADOWING FOR PHOTOREALISTIC REAL-TIME
AUGMENTED REALITY
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