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Chapter 8: Shading in Valve's Source Engine lighting of radiosity with the reusable high frequency detail provided by normal mapping. In order for our characters to integrate naturally with our radiosity normal mapped scenes, we used an irradiance volume to provide directional ambient illumination in addition to a small number of local lights for our characters. With Valve's recent shift to episodic content development, we have focused on incremental technology updates to the Source engine. Fordoi:10.1145/1185657.1185832 dblp:conf/siggraph/MitchellMG06 fatcat:qmzn6ugwfzdt3cphjn4d4dsqfu