First of the lighting models
Right, so I finally have something moderately technical to put in my journal. Hope you guys find it useful [grin]
This is an extension of yesterdays overview on lighting.
Blinn-Phong
This model is pretty much the defacto-standard kicking around today. It's also pretty similar to what you can get if you use the Direct3D fixed-function lighting. Seems like a good place to start.
There are a few similar variants kicking around, and this following equation is the one I'm going to use:

The subscript 'I' (Intensity) and 'C' (Colour) parts can be rolled into one, making there 3 colours in the equation: Ambient, Diffuse and Specular.
Inputs
Diffuse Texture Map
Specular Texture Map
Normal Texture Map
Ambient Term Constant
Specular Power Constant
Light Position Constant
Light Range Constant
Light Falloff Constant
World Matrix
World*View*Proj Matrix
Vertex Data
Position
Normal (Computed with D3DXComputeNormals())
Tangent (Computed with D3DXComputeTangents())
TexCoord
All fitting into this lovely Visio diagram:

This is an extension of yesterdays overview on lighting.
Blinn-Phong
This model is pretty much the defacto-standard kicking around today. It's also pretty similar to what you can get if you use the Direct3D fixed-function lighting. Seems like a good place to start.
There are a few similar variants kicking around, and this following equation is the one I'm going to use:

The subscript 'I' (Intensity) and 'C' (Colour) parts can be rolled into one, making there 3 colours in the equation: Ambient, Diffuse and Specular.
Inputs
Vertex Data
All fitting into this lovely Visio diagram:

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