To achieve proper lighting without using pre-computations, global illumination in real time was developed by Crassin et al. For achieving faster visualizations, level of detail (LOD) was researched, where methods such as HLOD and Far Voxels were proposed to visualize large and complex scenes. In the area of visualization, splat and voxel-based representations are researched as an alternative to visualizing geometries by triangles. Another work in the area of animation focuses on creating realistic character locomotion animations procedurally. Recent methods related to animation evolve existing methods to realistic and physically correct skin deformations, proper cloth simulation, or hair animation and visualization. Furthermore, it provides self-shadows and correct silhouettes in object borders on the screen. Rather than just altering the normal vector, parallax occlusion mapping creates a parallax effect, which lets the bumps on a planar surface appear in 3D. Here, parallax occlusion mapping, which was first published in 2004, is an evolution that creates much more realistic bumps than previous bump-mapping. Another methods important for 3D engines include techniques that improve conventional bumpmapping in order to let flat surfaces appear bumpy. They can avoid ray tracing and suit well for triangle based visualizations. Therefore, faster techniques such as shadow mapping and shadow volumes have been used. Conventional ray tracing based methods have not been suitable in game engines for a long time, as they are too slow. Concerning shading in real-time, particularly shadows are challenging. In 3D engines it is important to visualize complex geometries with accurate shading at high frame-rates. Newer methods relevant to 3D engines are reviewed in this section. Basic and quite old methods of CG have been overviewed in Chapter 0. In CG, many methods have been developed over time.
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