ABSTRACT

Modern games are enlivened by effects that go beyond conventional rendering, and these are now firmly established as part of the games culture. In this chapter, we will describe how to implement some of the most common of these. Examples tend to fall into two categories:

• effects implemented by special rendering algorithms, most commonly effects that simulate kinds of blurring phenomena, or

In a landmark paper published more than two decades ago, R. L. Cook [COOK84] introduced a distributed ray tracing model to the graphics community that unified many of the light object interactions that we see in real life. In particular his model accounted for

• blurred reflections of objects in surfaces due to surface roughness, • blurred refractions due to impurities in transparent material, • soft shadows, • depth of field due to the focal depth of lens, and • motion blur due to relative motion between the camera and an object.