Self-occlusion is a complex problem in virtual environments. It occurs when part of an object overlaps itself, such that part of itself not normally hidden from the camera, is hidden from the camera by another part of itself. Not so much a problem in static models, but in deformable objects, altered in real-time during the rendering process.
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An in-depth Gamedev article, containing step by step coding advice for implementing parallax occlusion mapping to textures, such that the simulated heights can even self-occlude.
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(Press Release) LightWork Design, upplier of rendering solutions for developers of advanced 3D computer graphics software, today announced the release of the latest version of LightWorks.
LightWorks 7.9 focuses on introducing...
Forty-five men you've probably never heard of were honored with an Academy Awards ceremony of their own that recognized scientific and technical achievements in moviemaking.
The engineers behind the latest in ambient occlusi...
(Press Release) LightWork Design, supplier of rendering solutions for developers of advanced 3D computer graphics software, is pleased to announce that the latest release of TurboCAD? Pro v16, from IMSI/Design, incorporates new updated Ligh...
A touch-sensitive gadget with the sensing panel on its back, instead of the screen, is being developed by US researchers. Using your fingers behind the device allows a firmer grip and more accurate performance without obscuring your view of...
Burns or other disorders that disrupt the blood flow in tissues will soon be easier to assess thanks to a camera that is capable of imaging blood circulation in real time. Compared to an earlier version, the new optical perfusion camera (TO...