per-pixel lighting techniques?

mido 101 Sep 08, 2006 at 23:37

I want to learn about per-pixel lighting techniques as i’m new to that
thanx in advance

6 Replies

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_oisyn 101 Sep 09, 2006 at 00:01

Ok. good luck.

MePHyst0 101 Sep 09, 2006 at 10:00


Ok. good luck.

that was good, that was really good :lol: btw seconded

roel 101 Sep 09, 2006 at 11:55


mido 101 Sep 10, 2006 at 01:19

could anyone list different approaches for lighting
and by the way what is stencil shadows on GPU?

NeARAZ 101 Sep 10, 2006 at 08:28

There is an infinite amount of lighting approaches. I’d suggest going to ati or nvidia developer sites and checking out conference presentations from around 2001 - that was about the time when all the different approaches were introduced in an easy manner. Checking out today’s presentations is also good, but now they throw you directly into subsurface scattering, soft shadows, advanced brdfs and all the other things that are very scary for a beginner.

Stencil shadows on the GPU, is, well, shadows utilising the stencil buffer on the GPU. Most often they are a particular implementation of shadow volumes.

In short: read all the material you can find on a topic. Experiment yourself, starting small and getting into more complex things. That might take a year or two, but that’s the way to learn. Lighting, shadows etc. is a complex topic.

rouncer 103 Sep 27, 2006 at 14:11

poisons evil. he does that to me all the time too.

me? im the per pixel master.
phong lighting is way better than gouraud lighting, it avoids
the nasty trianguling effect gouraud shading gives you.
you phong light in a shader, u need a pixel shader 2.0 card and
3.0 is better. but card speed is more important than its shader version.
phong lights interpolate the vertex normals instead of vertex colours, you
in fact dont use vertex colours at all anymore, you access everything from
the pixel shader.
when phong lighting you only ever do it from 1 or 2 lights, because its per
pixel, you usually pick the closest two lights to the object to do it.
something thats like phong lighting?
bump mapping, bump mapping is when the object is encased in arrow
information, and each individual texel on the object points in a different
way, thereby making phong lighting an even better option.
theres an awesome water effect which entails you
drawing a rect in front of the camera and projecting the scene onto it
using only a pixel shader.
you can do “shadowvolumes” without the stencil buffer on a offscreen
texture in vram instead, thats how i do em.
theres just too much to explain… i could write you a big tutorial
on phong shading and shadow volumes if you want.
email me at and ill drivel it all to you.
ill tell you about zbrush at thats always good to know.
anyway- ill just blast you into the near future-
when direct x 10 comes out, NOONE thats any good is going to be using
bump mapping anymore. because of its in shader geometry creating facility, you can
now tesselate your models on the fly bringing in displacement mapping, and now everyones
games are gonna look near photo realistic.
shadow volumes are done in a slightly different way using geometry creating shaders. so thats
gonna be different.
at the moment screen bluring effects are making games look pretty cool.
and hair on the models is a big topic at the moment.
anyway, thats all ive got to say.