Lighting and Shading Techniques for Interactive Applications

8/18/99


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Table of Contents

Lighting and Shading Techniques for Interactive Applications

PPT Slide

Shading Computations

Shading Tradeoff: Per-pixel versus Per-vertex

Per-vertex versus Per-pixel

Per-vertex Computations

Per-vertex Transform & Lighting Dataflow

Per-pixel Computations

Per-pixel Texturing and Shading Dataflow

Hardware Acceleration Trends

Hardware Acceleration Trends

OpenGL Multitexture Extension

OpenGL Multitexture Quick Tutorial

OpenGL Multitexture Texture Environment Example

Extending the OpenGL Texture Environment

Light Maps

Decoupling the Decal Texture and Diffuse Lighting Texture

Lightmap Textures

Lightmaps in Practice

Lightmaps in Quake2

Packing Many Lightmaps into a Single Texture

Spotlights as Lightmap Special Case

Spotlights as Lightmap Special Case

But Projected Textures do not Self-shadow

A Variation on Lightmaps, Gloss Mapping

Gloss Map Example

Environment Mapping

Environment Mapping Example

Practical Environment Mapping

Environment Mapping Issues

Sphere Maps

Sphere Map Intuition

Canonical Sphere Map Texture Image

Sphere Map Singularity

Sphere Map Texture Coordinates

Sphere Map Construction

Making a Cube View

Sphere Map Construction by Image Warping

Sphere Map Math

Computing Reflection Vector

Reflection Vector Math

Sphere Map Specific Math (1)

Sphere Map Specific Math (2)

Reversed Sphere Map Math

Sphere Mapping Must Use Eye Space

Glancing Reflections

Perils of Glancing Reflections

Sphere Map Artifacts at Silhouette Edges

Sphere Map “Sparkle” Artifacts

Sphere Map Interpolation Issues

Sphere Map Mesh

Minimizing Sphere Map Interpolation Artifacts

OpenGL’s Sphere Map Mode

Dual Paraboloid Maps

Dual Paraboloid Map Intuition

Layout of a Dual Paraboloid Textures

Example of Dual Paraboloid Textures

Dual Paraboloid Texture Matrix Setup

Dual Paraboloid Texture Matrix Setup (2)

Dual Paraboloid Math Cheat Sheet

Using Dual Paraboloid Environment Mapping

Assessing Dual Paraboloid Environment Mapping

Cube Map Texturing

Using Cube Maps in OpenGL

OpenGL Cube Map Setup Usage

OpenGL Cube Map Rendering Usage

Advantages of Cube Maps

Novel Uses for Environment Mapping

Example for Stable Specular Highlights

Another Example for Stable Specular Highlights

More Novel Uses for Environment Maps

Per-Pixel Specular Normal Mapping Example

Per-Pixel Specular Normal Mapping Example in Wireframe

Recursive Environment Mapping

Semi-reflective Objects

Fresnel Effects via Environment Maps

Fresnel Effects Example

Author: Mark Kilgard