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LambdaCube 3D

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Purely Functional Rendering Engine

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site name

LambdaCube 3D

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2026-02-17 11:01:54

raw text

LambdaCube 3D | Purely Functional Rendering Engine Home About Getting Started LambdaCube 3D Purely Functional Rendering Engine Ambient Occlusion Fields Leave a comment Posted by cobbpg on May 15, 2016 Recently I created a new example that we added to the online editor: a simple showcase using ambient occlusion fields . This is a lightweight method to approximate ambient occlusion in real time using a 3D lookup table. There is no single best method for calculating ambient occlusion, because various approaches shine under different conditions. For instance, screen-space methods are more likely to perform better when shading (very) small features, while working at the scale of objects or rooms requires solutions that work in world space, unless the artistic intent calls for a deliberately unrealistic look. VR applications especially favour world-space effects due to the increased need for temporal and spatial coherence. I was interested in finding a reason...

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