Jump to content
  • Advertisement
  • entries
    422
  • comments
    1540
  • views
    490117

Strauss Lighting Model

Sign in to follow this  
jollyjeffers

983 views

Another chapter down...

Just got to do a few tiny tweaks to the 7th chapter covering the Strauss lighting model.

I'm hoping this chapter will generate some interest when published - the model is 17 years old already, but it became fashionable again courtesy of 3DMark06. From my initial research a few months ago a lot of people were asking about it (seemed to be the 3D fanboys rather than developer though) but there was very little if any information available. Strauss' paper is one of few that you have to pay to look at.

Strauss' model doesn't introduce anything new, rather it makes existing features much easier to use. Which I find amusing as the 3D fan-boys jumped all over it thinking it was some amazing new algorithm that automagically made everything look better [lol]



The bottom-right may well look incorrect, but bonus points to anyone who can tell me why it is in fact correct. Everyone else will just have to buy the book to find out [wink]
Sign in to follow this  


6 Comments


Recommended Comments

Smooth Metal == Coolest.
Black Horses == Coolest.

And while we're at it, Coolest Pictures :)

Share this comment


Link to comment
Quote:
I'm guessing it's reached the total internal reflective angle.
I'm not so clued up on physics, but that doesn't sound like the answer I want!

Opposite of hetero [wink]

Quote:
And while we're at it, Coolest Pictures :)
CORRECT ANSWER [grin]

Cheers,
Jack

Share this comment


Link to comment
Noob guess

Specular reflection: theta_i = theta_r
For a perfectly smooth material, there is only specular and no diffuse reflection, and unless the camera is at theta_r to the horse, no light hits the camera.

Raises an interesting question about where the horse is, what with the blindingly-white background. What colour is the wall behind the camera?!

Share this comment


Link to comment
Quote:
Original post by Neex
For a perfectly smooth material, there is only specular and no diffuse reflection, and unless the camera is at theta_r to the horse, no light hits the camera.
That's close enough, but there is a specific part of it being a smooth metal as well [smile]

Quote:
Original post by Neex
Raises an interesting question about where the horse is, what with the blindingly-white background. What colour is the wall behind the camera?!
What wall(s)?? [lol]

The white background is my attempt at saving the planet by reducing the amount of ink that needs to be used when producing our book. Or something like that.

Jack

Share this comment


Link to comment
It's because the model seems to (loosely) follow the laws of the conservation of energy.

Is that a good enough answer?

Share this comment


Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!