Differences
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| Both sides previous revision Previous revision Next revision | Previous revision | ||
| realtime:screenspace [2026/04/16 19:18] – [Final Rune] mh | realtime:screenspace [2026/04/16 19:19] (current) – [Core Concept] mh | ||
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| Line 7: | Line 7: | ||
| Instead of computing how light interacts with geometry, they **reuse what the camera has already rendered** and manipulate it to produce the desired visual result. | Instead of computing how light interacts with geometry, they **reuse what the camera has already rendered** and manipulate it to produce the desired visual result. | ||
| - | <WRAP center tip> | + | |
| - | **→ If it is not visible on the screen, it does not exist.** | + | |
| - | </ | + | |
| Line 70: | Line 69: | ||
| ===== Screen Space Materials ===== | ===== Screen Space Materials ===== | ||
| - | A Screen Space material ignores object-based shading and instead displays content aligned with the camera view. | + | A Screen Space material |
| → geometry becomes a canvas | → geometry becomes a canvas | ||
| Line 142: | Line 141: | ||
| ===== Real-Time Philosophy ===== | ===== Real-Time Philosophy ===== | ||
| - | Screen Space is part of a larger doctrine: | + | Screen Space is **part of a larger doctrine**: |
| < | < | ||
| Line 157: | Line 156: | ||
| ===== Practical Use (Immersive / Media Servers) ===== | ===== Practical Use (Immersive / Media Servers) ===== | ||
| - | In immersive environments, | + | In immersive environments, |
| Used for: | Used for: | ||
| Line 185: | Line 184: | ||
| ===== Final Rune ===== | ===== Final Rune ===== | ||
| - | Screen Space techniques do not simulate the world. | + | Screen Space techniques |
| - | They control what the audience perceives, using only what is already visible. | + | They **control what the audience perceives**, using only what is already visible. |
| → Geometry becomes support | → Geometry becomes support | ||
| → The screen becomes truth | → The screen becomes truth | ||