| | Gamasutra - Features - "Hemisphere Lighting With Radiosity Maps" |
 | | Most significantly, the per-pixel radiosity lookups and sky color calculations can be replaced by a single CPU texture lookup at the center of the object, with the resulting sky and ground colors set as vertex shader constants, the hemisphere tween evaluated per vertex, and no work at all required in the pixel shader. |
 | | Because the radiosity map is only a two dimensional image, there will obviously be problems with environments that include multiple vertical levels. |
 | | Such cases can be handled by splitting the world into layers, with a different radiosity map for each, but this lighting model is not well suited to landscapes with a great deal of vertical complexity. |
| www.gamasutra.com /features/20030813/hargreaves_02.shtml (483 words) |