Lighting a Voxel World Realistically
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Published on 2012-09-10T10:08:48Z
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2012/09/10
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I am new to game development and never implemented a complicated (and realistic) lighting.
My game uses a 3d voxel terrain world (like Minecraft). To hold the data I use octrees. My goal is to render a more realistic world scene like in most voxel games. For that I want to use a bezier algorithm to round out the blocky world. Assume that I already have a large generated polygon of my terrain (or some of them).
I heard of some techniques like volumetric light, global illumination, ...
What approaches of a very realistic lighting are there for my "organic shaped" voxel game?
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