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

Shadows

Interactive Lighting Models

Interactive Shadow Simplications

Interactive Shadow Rendering Techniques

Planar Projected Shadows

Projected Planar Shadow Example

Projected Planar Shadows

Projected Planar Shadow Matrix

Projected Planar Shadow Issues

Planar Projected Shadow Artifacts

Quick Tutorial on Stencil Testing

Stencil Testing in the Fragment Pipeline

Stencil Testing

Stencil Operations

The Shadow Volume Concept

Visualizing Shadow Volumes

Shadow Volume Result

Shadow Volume Algorithm

2D Cutaway of a Shadow Volume

Tagging Pixels as Shadowed or Unshadowed

Stencil Inverting of Shadow Volume

Visualizing Stenciled Shadow Volume Tagging

Computing Shadow Volumes

For Shadow Volumes With Intersecting Polygons

Why Increment/Decrement Works

Shadow Volume Issues

Reconstructing Shadow Volume From a Depth Buffer

Multiple Lights and Shadow Volumes

Shadow Volumes from Area Light Sources

Soft Shadow Example

Combined Shadow Approaches

Pre-computed Shadow Textures

Rendering Soft Shadow Textures

Rendered Soft Shadow Texture Example

Hardware Shadow Mapping

Hardware Shadow Mapping Algorithm

Hardware Shadow Mapping Issues

Transparency

Some Blending is Commutative

Transparency Ordering

Sorting for Transparency

Sorting Optimizations

Screen Door Transparency Example

Screen Door Transparency Implementation

Screen Door Transparency With Alpha Textures

Multiple Levels of Screen Door Transparency

Sub-pixel Screen Door Transparency

Atmospheric Effects

Fog Example

OpenGL’s Built-in Fog Model

Computing the Fog Factor

Standard OpenGL Fog Models

OpenGL Fog

Planar Eye-distance Fog Artifacts

Texture Fog Methods

OpenGL Fog Coordinate Extension

A More Complex Fog Model

Height-based Fog Scenario

Height-based Optical Depth

Height-based Fog Examples

Author: Mark Kilgard