NxH^16 approxamation in pixel shader
Hi,
I''m messing around with the shaders provided with the rendermonkey beta. In the bumpmapping effects group, there is an effect which calculates the specular component (NxH^k where k[0,64]) using an approximation. (instead of grabbing it from a lookup texture), by making this assumption:
[NxH^2 -.75]*4 = NxH^16
I can''t seem to figure out where this approximation comes from. Is it a truncated taylor series of NxH^16 ?
Any ideas would be appriciated.
Thanks, Lucas
I think its just a case of plotting graphs of formulae until you find one which looks like D^16 and is possibe in the pixel shader.
http://users.ox.ac.uk/~univ1234
http://users.ox.ac.uk/~univ1234
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