Any sense of shadows just comes from some clever use of textures and the designer's choice of ambient color. The use of light and shadow in this title is very primitive by modern standards: no sources of light are accounted for, as each surface is given an overall, or ambient, color value using the vertices. For many years, this was the bulk of the rendering process, and we can see this by going back to 1993 and firing up id Software's Doom. So far in the series we've covered the key aspects of how shapes in a scene are moved and manipulated, transformed from a 3-dimensional space into a flat grid of pixels, and how textures are applied to those shapes. The Math of Lighting, SSR, Ambient Occlusion, Shadow Mapping Part 4: 3D Game Rendering: Lighting and Shadows Part 2: 3D Game Rendering: Rasterization and Ray Tracingīilinear, Trilinear, Anisotropic Filtering, Bump Mapping, More Part 1: 3D Game Rendering: Vertex ProcessingĪ Deeper Dive Into the World of 3D Graphics
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