Difference between revisions of "User:Akopytov"
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Seneca e-mail address: [mailto:akopytov@learn.senecac.on.ca akopytov@learn.senecac.on.ca] | Seneca e-mail address: [mailto:akopytov@learn.senecac.on.ca akopytov@learn.senecac.on.ca] | ||
+ | |||
+ | /****************************************************************************** | ||
+ | ************************ Lighting Documentation v1.00 ************************ | ||
+ | * | ||
+ | * Lighting with the programmable graphics pipeline currently requires the use of | ||
+ | * the effects framework and works on the object level. This means the algorithm | ||
+ | * with which you wish to illuminate your object will work on the entire object, not | ||
+ | * a subset of that object. The inputs for the algorithm also work on the object level, | ||
+ | * meaning all subsets will use the same values. | ||
+ | * | ||
+ | * To avoid bloating the object class, three variables will be used across the various | ||
+ | * algorithms in different ways. It is very important to note that an algorithm may not | ||
+ | * necessarily use all three variables in its calculations. Also, each algorithm may | ||
+ | * accept different ranges of values from each of the variables it does use. The | ||
+ | * lighting algorithms available for use in the framework are described below: | ||
+ | * | ||
+ | * == Phong == | ||
+ | * Isotropic | ||
+ | * | ||
+ | * Input Effective Range | ||
+ | * power 0.0 - | ||
+ | * | ||
+ | * Makes objects look plastic | ||
+ | * ========================================================================== | ||
+ | * == Blinn-Phong == | ||
+ | * Isotropic | ||
+ | * | ||
+ | * Input Effective Range | ||
+ | * power 0.0 - | ||
+ | * | ||
+ | * Like Phong, but uses less instructions, also gives objects a plastic look | ||
+ | * ========================================================================== | ||
+ | * == Cook-Torrance == | ||
+ | * Isotropic | ||
+ | * | ||
+ | * Input Effective Range | ||
+ | * roughness 0.0 - | ||
+ | * index of refraction 0.0 - | ||
+ | * | ||
+ | * Gives objects a metallic look | ||
+ | * ========================================================================== | ||
+ | * == Oren-Nayar == | ||
+ | * Isotropic | ||
+ | * | ||
+ | * Input Effective Range | ||
+ | * roughness 0.0 - | ||
+ | * | ||
+ | * Diffuse only model, good for making objects look rough | ||
+ | * ========================================================================== | ||
+ | * == Ward Anisotropic == | ||
+ | * Anisotropic | ||
+ | * | ||
+ | * Input Effective Range | ||
+ | * roughness 0.0 - 1.0 | ||
+ | * power 0.0 - 1.0 | ||
+ | * | ||
+ | * Allows the manipulation of specular lobe (change its shape) | ||
+ | * ========================================================================== | ||
+ | * == Ashikhmin-Shirley == | ||
+ | * Anisotropic | ||
+ | * | ||
+ | * Input Effective Range | ||
+ | * roughness 0 - 10000 | ||
+ | * power 0 - 10000 | ||
+ | * index of refraction 0.0 - | ||
+ | * | ||
+ | * Good for making objects look metal or plastic, and can manipulate specular lobe | ||
+ | * ========================================================================== | ||
+ | * | ||
+ | * For more information on lighting, check out: http://wiki.gamedev.net/index.php/D3DBook:Lighting | ||
+ | * | ||
+ | */ |
Revision as of 19:36, 28 March 2011
Contact Information
Name: Andrei Kopytov
Seneca e-mail address: akopytov@learn.senecac.on.ca
/******************************************************************************
************************ Lighting Documentation v1.00 ************************ * * Lighting with the programmable graphics pipeline currently requires the use of * the effects framework and works on the object level. This means the algorithm * with which you wish to illuminate your object will work on the entire object, not * a subset of that object. The inputs for the algorithm also work on the object level, * meaning all subsets will use the same values. * * To avoid bloating the object class, three variables will be used across the various * algorithms in different ways. It is very important to note that an algorithm may not * necessarily use all three variables in its calculations. Also, each algorithm may * accept different ranges of values from each of the variables it does use. The * lighting algorithms available for use in the framework are described below: * * == Phong == * Isotropic * * Input Effective Range * power 0.0 - * * Makes objects look plastic * ========================================================================== * == Blinn-Phong == * Isotropic * * Input Effective Range * power 0.0 - * * Like Phong, but uses less instructions, also gives objects a plastic look * ========================================================================== * == Cook-Torrance == * Isotropic * * Input Effective Range * roughness 0.0 - * index of refraction 0.0 - * * Gives objects a metallic look * ========================================================================== * == Oren-Nayar == * Isotropic * * Input Effective Range * roughness 0.0 - * * Diffuse only model, good for making objects look rough * ========================================================================== * == Ward Anisotropic == * Anisotropic * * Input Effective Range * roughness 0.0 - 1.0 * power 0.0 - 1.0 * * Allows the manipulation of specular lobe (change its shape) * ========================================================================== * == Ashikhmin-Shirley == * Anisotropic * * Input Effective Range * roughness 0 - 10000 * power 0 - 10000 * index of refraction 0.0 - * * Good for making objects look metal or plastic, and can manipulate specular lobe * ========================================================================== * * For more information on lighting, check out: http://wiki.gamedev.net/index.php/D3DBook:Lighting * */