Difference between revisions of "User:Akopytov"

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Seneca e-mail address: [mailto:akopytov@learn.senecac.on.ca akopytov@learn.senecac.on.ca]
 
Seneca e-mail address: [mailto:akopytov@learn.senecac.on.ca akopytov@learn.senecac.on.ca]
 +
 +
/******************************************************************************
 +
************************ Lighting Documentation v1.00 ************************
 +
*
 +
* Lighting with the programmable graphics pipeline currently requires the use of
 +
* the effects framework and works on the object level. This means the algorithm
 +
* with which you wish to illuminate your object will work on the entire object, not
 +
* a subset of that object. The inputs for the algorithm also work on the object level,
 +
* meaning all subsets will use the same values.
 +
*
 +
* To avoid bloating the object class, three variables will be used across the various
 +
* algorithms in different ways. It is very important to note that an algorithm may not
 +
* necessarily use all three variables in its calculations. Also, each algorithm may
 +
* accept different ranges of values from each of the variables it does use. The
 +
* lighting algorithms available for use in the framework are described below:
 +
*
 +
* == Phong ==
 +
* Isotropic
 +
*
 +
* Input                Effective Range
 +
* power                0.0 -
 +
*
 +
* Makes objects look plastic
 +
* ==========================================================================
 +
* == Blinn-Phong ==
 +
* Isotropic
 +
*
 +
* Input                Effective Range
 +
* power                0.0 -
 +
*
 +
* Like Phong, but uses less instructions, also gives objects a plastic look
 +
* ==========================================================================
 +
* == Cook-Torrance ==
 +
* Isotropic
 +
*
 +
* Input                Effective Range
 +
* roughness            0.0 -
 +
* index of refraction  0.0 -
 +
*
 +
* Gives objects a metallic look
 +
* ==========================================================================
 +
* == Oren-Nayar ==
 +
* Isotropic
 +
*
 +
* Input                Effective Range
 +
* roughness            0.0 -
 +
*
 +
* Diffuse only model, good for making objects look rough
 +
* ==========================================================================
 +
* == Ward Anisotropic ==
 +
* Anisotropic
 +
*
 +
* Input                Effective Range
 +
* roughness            0.0 - 1.0
 +
* power                0.0 - 1.0
 +
*
 +
* Allows the manipulation of specular lobe (change its shape)
 +
* ==========================================================================
 +
* == Ashikhmin-Shirley ==
 +
* Anisotropic
 +
*
 +
* Input                Effective Range
 +
* roughness            0 - 10000
 +
* power                0 - 10000
 +
* index of refraction  0.0 -
 +
*
 +
* Good for making objects look metal or plastic, and can manipulate specular lobe
 +
* ==========================================================================
 +
*
 +
* For more information on lighting, check out: http://wiki.gamedev.net/index.php/D3DBook:Lighting
 +
*
 +
*/

Revision as of 20:36, 28 March 2011

Contact Information

Name: Andrei Kopytov

Seneca e-mail address: akopytov@learn.senecac.on.ca

/******************************************************************************

************************ Lighting Documentation v1.00 ************************
*
* Lighting with the programmable graphics pipeline currently requires the use of
* the effects framework and works on the object level. This means the algorithm
* with which you wish to illuminate your object will work on the entire object, not
* a subset of that object. The inputs for the algorithm also work on the object level,
* meaning all subsets will use the same values.
*
* To avoid bloating the object class, three variables will be used across the various
* algorithms in different ways. It is very important to note that an algorithm may not
* necessarily use all three variables in its calculations. Also, each algorithm may
* accept different ranges of values from each of the variables it does use. The
* lighting algorithms available for use in the framework are described below:
*
* == Phong ==
* Isotropic
*
* Input                 Effective Range
* power                 0.0 -
*
* Makes objects look plastic
* ==========================================================================
* == Blinn-Phong ==
* Isotropic
*
* Input                 Effective Range
* power                 0.0 -
*
* Like Phong, but uses less instructions, also gives objects a plastic look
* ==========================================================================
* == Cook-Torrance ==
* Isotropic
*
* Input                 Effective Range
* roughness             0.0 -
* index of refraction   0.0 -
*
* Gives objects a metallic look
* ==========================================================================
* == Oren-Nayar ==
* Isotropic
*
* Input                 Effective Range
* roughness             0.0 -
*
* Diffuse only model, good for making objects look rough
* ==========================================================================
* == Ward Anisotropic ==
* Anisotropic
*
* Input                 Effective Range
* roughness             0.0 - 1.0
* power                 0.0 - 1.0
*
* Allows the manipulation of specular lobe (change its shape)
* ==========================================================================
* == Ashikhmin-Shirley ==
* Anisotropic
*
* Input                 Effective Range
* roughness             0 - 10000
* power                 0 - 10000
* index of refraction   0.0 -
*
* Good for making objects look metal or plastic, and can manipulate specular lobe
* ==========================================================================
*
* For more information on lighting, check out: http://wiki.gamedev.net/index.php/D3DBook:Lighting
*
*/