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GAM532/DPS932 Student Resources

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==Useful links around the web==
 
==Lighting Resources==
 
References for Lighting Lecture - GAM632/DPS932 - Winter 2014
 
https://scs.senecac.on.ca/~gam666/pages/content/light.html
 
components of the lighting model
 
light sources
 
material reflectivity
 
types of light sources
 
http://zenit.senecac.on.ca/wiki/index.php/GAM670/DPS905_Weekly_Schedule_20121#Week_9_-_Mar_11
 
http://msdn.microsoft.com/en-us/library/bb147178%28v=VS.85%29.aspx
 
vertex and fragment shaders
 
rasterization - linear interpolation
 
dot product - why is it important
 
normalize - why is it important
 
reflection vector
 
http://en.wikipedia.org/wiki/Gouraud_shading
 
http://en.wikipedia.org/wiki/Phong_reflection_model
 
http://en.wikipedia.org/wiki/Blinn%E2%80%93Phong_shading_model
 
BRDF - Bidirectional Reflectance Distribution Function
 
- Nicodemus 1965
 
http://en.wikipedia.org/wiki/Bidirectional_reflectance_distribution_function
 
Cook-Torrance 1981
 
- microfacets
- fresnel reflection
- self-shadowing
 
http://en.wikipedia.org/wiki/Specular_highlight#Cook.E2.80.93Torrance_model
 
http://en.wikipedia.org/wiki/Fresnel_equations
 
http://en.wikipedia.org/wiki/Schlick%27s_approximation
 
http://www.youtube.com/watch?v=0vQMQ8k5KQQ
 
http://www.youtube.com/watch?v=GLKo7niWNms
 
Lambert 1760 - ideally diffuse reflection
 
http://en.wikipedia.org/wiki/Lambertian_reflectance
 
http://en.wikipedia.org/wiki/Lambert%27s_cosine_law
 
Oren-Nayar 1993
 
- diffuse reflectance
 
http://en.wikipedia.org/wiki/Oren%E2%80%93Nayar_reflectance_model
 
Ward anisotropy
 
- two anisotrpy paramters
 
http://www.cs.utah.edu/~premoze/brdf/
 
Gooch - 1998
 
- non-photorealistic
 
http://mikeboers.com/blog/2011/12/09/the-gooch-lighting-model
 
http://npr-art.blogspot.ca/2009/06/gooch-shading-and-sils.html
 
==Useful code snippets==
foo("Hello World");

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