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This poster is tightly related to my master thesis and ShaderX2 contribution.
Abstract:
This poster explores new possibilities of Direct3D 9. It begins with classical per-pixel shaded Phong's lighting model. Improved for new pixel shaders version 2.0 shows greater quality in rasterization pipeline. Next conversion for vertex and pixel shaders 3.0 shows possibilities of flow control and relative addressing to render geometry lit with multiple spotlights in one pass. Section ends with quality comparison between older Direct3D 8.1 and newer one.
Poster continues with bumped environmental mapping. Fresnel term is added for more realistic effect. First implementation is for specific constraints of DirectX 8.1 and then comes version for shaders 2.0.
The end of poster is reserved for two lighting models that are not very commonly used in real-time computer graphics, mainly due to limitations of hardware prior to new Direct3D. Oren-Nayar's generalization of Lambertian diffuse model is implemented with shaders 2.0. It brings more reality to materials like clay or porcelain. Specular part of Cook-Torrance's model will be presented both for older version of Direct3D and for newer one for quality comparison. This model produces very good results for metallic surfaces.




