| Submitted by Stephane Redon, posted on 26 September 2003 |

Image Description, by Stephane Redon Here are two new images of an interactive demo of our GPU-based collision detection (what, I'm spamming flipcode again ? ). The difference with the previous iotd is that lighting is now computed in hardware with vertex and fragment programs coded with Cg, and is thus much faster. The Cg programs perform low dynamic range image-based lighting through the use of diffuse, specular, and environment cubemaps. Fresnel effect (more reflections at grazing angles) is included.
Thanks to Paul Debevec for permission to use his light probe images .
Cheers,
Stephane Redon
http://cs.unc.edu/~redon

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