What is self -transgression?
"self-shadowing" is a term that describes the circumstance in which one part of the building casts a shadow on top of each other. Examples of self -research include a shadow cast by a human nose on the face or upper lip when the light source comes from above, or the shadow of the seats of chairs on the feet of the chair. When the term is used in computer graphics-concrete computer graphics programming-it is a link to shadows that are occupied by three-dimensional (3D) scenes objects or shadows that are occupied by dynamic objects and objects around them. The nature of the 3D computer graphics programming in real time causes many applications to use techniques that often remove the possibility of rendering self -prostibes in favor of other optimization, although as the speed and ability of computers increases, the solitude methods in real time have become more affordable. There are several methods of rendering objects in real time, but hardware restrictions usually bring results that have some disadvantages such as inaccurate shadows, STOut with artificially hard edges or scenes that very slowly portray on graphics cards that are not incredibly fast.
One of them is to distinguish between self -care, the difference between static and dynamic objects in graphics in real time. Static objects are 3D objects in a scene that do not move and have no part of their geometry changed during rendering. On the other hand, a dynamic object is an object that is not directly connected to the scene in any way and may differ from one image to another. Most of the static objects and unrealistic scenes are largely made by separate, either because of the rendering engine or for other graphics tricks that can be used.
Several optimizations that are used to portray 3D graphics in a real time -intensive dynamic self -altitude. Some examples include a graphic module that only applies lighting effectsOn a static background, it ignores dynamic objects such as characters in the scene, or a engine that only treats objects as silhouettes, without the knowledge of internal geometry. As graphical processors and computers are increasing, new real -time objects allow for certain limitations and compromises.
Shadow bundles are one way to implement self-deposit in the 3D scene. This method basically creates 3D objects that occupy a closed volume in a scene where the shadow is discarded, allowing the renders or shader to test whether there is any point inside the shadow volume to determine how illuminated it. Other methods create shadow maps or approximate shadows from the top positions to create very scattered shadows that do not necessarily follow the loyalty of the edge.
Almost all self -esteem methods must be used to either speed or quality to get an acceptable result. Quality problems can occur using a quick but low resolution or fuzzy technician that couldy cause some self -sposts to seem bad or in place. Speed problems when the algorithms used require too much overhead costs on the film or attempting to calculate shadow projections too accurately. Although there is no standard algorithm producing independence, some graphics cards include native acceleration for different methods that can increase the speed of some techniques.