Good work bro!
i focus on the composition and framing of my images and the silhouettes of my objects more than on the quality or complexity of the models or materials. http://geometrydashfree.com/
hello Alexander, I really loved your these draw works. I loved cathedrals too.I started 3ds Max new. And I really really want to meet you, if you wanna to do. By the way, my name is Duacan, from Turkey. also Im working for learning and speaking German. Cause Deutschland is the my first country for living. Whatever, take care yourself, Tschüss. insta: 06optimusprime06
A team of scientists from Aalto University in Finland is about to reveal a new technique for computing real-time lighting effects that is said to improve both efficiency and accuracy compared to existing methods.
Ari Silvennoinen, a PhD candidate in computer science and Jaakko Lehtinen, an associate professor of computer science and scientist at NVIDIA, will show the new approach at the ACM’s SIGGRAPH Asia 2017 conference in Bangkok this week.
Real-time dynamic global illumination remains a big challenge in the field. The challenge stems from the fact that, given a scene, any two points in the scene could be in interaction by participating in the light transport from one another.
The number of these interactions grows very rapidly. For example, with just 1,000 points, we have potentially 1,000,000 interactions.
The new technique accurately simulates indirect lighting using a small number of “radiance probes.” The approach is said to effectively operate in real-time on 3D scenes, at the level of complexity seen in current game scenes.
The quality of the results, in particular the indirect shadows, is very high due to the accurate way we handle visibility between senders and receivers. Our method makes high-quality indirect illumination, the Holy Grail in real-time computer graphics, practically viable.