Difference between revisions of "User:Akopytov"

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  * For more information on lighting, check out: http://wiki.gamedev.net/index.php/D3DBook:Lighting
 
  * For more information on lighting, check out: http://wiki.gamedev.net/index.php/D3DBook:Lighting
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Revision as of 19:37, 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