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One technique aimed at providing more realistic or at the very least interesting light is HDR or High Dynamic Range lighting. With HDR you could take the range of light beyond , which was (more or less) the limit. This allowed for much higher contrast between light and darkness, creating the effects such as that blurry bright light that you see when you stay in a dark area and look out into a very bright area.
It created this effect by calculating the lighting without making sure that the values stayed within the 0 to 1 range and then stored in a file format that allowed this. Then before the frame is displayed on screen the lighting underwent a process called "tone mapping" which then scaled the intensity of the light to within ability of the TV or monitor or other image viewing machine.
Another technique is called Global Illumination. Well, Global Illumination can be thought of more as a class, incorporating a few techniques to provide the desired effect. But what is global illumination about? Well, it involves techniques that take into account how light effects two or more objects and how the residual light from the objects effects the other objects in the scene, all this in relation to the camera.
This is but one of the many techniques included in global illumination which is but one of the types of lighting possible within games. But all in all one can see the vast possibilities given to developers to produce unique and interesting lighting within games to give us that extra bit of detail that make helps to immerse us in the game.
sources
Gregory, Jason.Game Engine Architecture. Boca Raton: CRC Press, 2009.
http://www.oxmonline.com/files/u10/ds3a_screen_3.jpg
http://www.laurenscorijn.com/wp-content/uploads/2009/08/Farcryhdr.jpg
http://www.youtube.com/watch?v=dKEM5sYnOjE
http://upload.wikimedia.org/wikipedia/en/0/07/Doom3shadows.jpg
http://www.gamerzines.com/wp-content/uploads/2012/09/Moon.jpg
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