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Willywig

Phong Shading

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"Been there, done that"? This may seem rude, but go there and do it again!

I typed "phong shading tutorial" into the box and there are plenty of great links.

http://www.google.com/search?q=phong+shading+tutorial

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quote:
Original post by Willywig
Been there done that

Liar.

Don''t get mad at me; I''m the blunt one.




I wanna work for Microsoft!

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Guest Anonymous Poster
quote:
Original post by Oluseyi
[quote]Original post by Willywig
Been there done that

Liar.

Don''t get mad at me; I''m the blunt one.




I wanna work for Microsoft!


I did look and all the ones that i found there where not very good.... So I will rephrase the question.... Where are some GOOD tutorials?

Ps. I do work for microsoft

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All you need is Phongs lighting model equation, if you are a CODER you should be able to continue from here.
Kd * (N dot L) + Ks * (R dot V)^n
If this doesnt make sense to you, you are asking the wrong question.

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Guest Anonymous Poster
quote:
Original post by Anonymous Poster
[quote]Original post by Oluseyi
[quote]Original post by Willywig
Been there done that

Liar.

Don''t get mad at me; I''m the blunt one.




I wanna work for Microsoft!


I did look and all the ones that i found there where not very good.... So I will rephrase the question.... Where are some GOOD tutorials?

Ps. I do work for microsoft



If you work for microsoft, you can afford a decent graphics reference book. Something like Watt''s Advanced Animation and Rendering techniques will cover this.

You don''t find many tutorials on phong shading or phong reflectance because it''s a very basic technique, and not very interesting to study on it''s own.

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This link here was found on the search I did on google for "phong shading tutorial"

http://www.geocities.com/SiliconValley/Horizon/6933/shading.html

It has code, diagrams, and links to other resources about phong shading.

If someone isn''t willing to look for information that is this easy to find, then I don''t see how they have what it takes to code anything like a 3d renderer.

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quote:
Original post by no way
All you need is Phongs lighting model equation, if you are a CODER you should be able to continue from here.
Kd * (N dot L) + Ks * (R dot V)^n
If this doesnt make sense to you, you are asking the wrong question.


Explaining what all those variables are might help. N seems to be the surface normal; L seems to be the normalized light vector; Ks seems to be the specularity coefficient; Kd seems to be the diffuse coefficient; R seems to be the reflected light vector; V seems to be the view vector; and n is.... another specularity changer thingy.... (Ks changes the intensity; n changes the "falloff" of the bright dot)

How good were those guesses?

(And what are the "official" names for Ks and n?)

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