I want to learn about per-pixel lighting techniques as i’m new to that
thanx in advance
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Ok. good luck.
Ok. good luck.
Ok. good luck.
that was good, that was really good :lol: btw seconded
could anyone list different approaches for lighting
and by the way what is stencil shadows on GPU?
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
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.
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
phong lights interpolate the vertex normals instead of vertex colours,
in fact dont use vertex colours at all anymore, you access everything
the pixel shader.
when phong lighting you only ever do it from 1 or 2 lights, because its
pixel, you usually pick the closest two lights to the object to do
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
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
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 firstname.lastname@example.org and
ill drivel it all to you.
ill tell you about zbrush at www.zbrush.com 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
and hair on the models is a big topic at the moment.
anyway, thats all ive got to say.