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Three new articles are online - "Real-Time Shadows", "Hardware Generated Object Silhouettes", "GPU friendly, anti-aliased, soft shadow mapping".

 
Project6 - Lighting - Per-pixel shading and optimizations for Direct3D 8 PDF Print

Publication info:
Valient, M., "Lighting - per pixel shading and optimizations for Direct3D 8", Online paper, November 2002.

Abstract:
My article from November 2002 about implementation of per-pixel Phong shading on DX8 class of hardware. Available with the source code.

I re-viewed the article in 2004 and corrected some bugs and grammar.

Also contains:
- Description of the lighting equation
- Description of tangent space
- How to implement a spotlights
- Various implementations for multiple lights per pass.

Download page:
Project6 - Lighting - Per-pixel shading and optimizations for Direct3D 8 download

Sample figures:

Image
Diffuse lighting equation visualization

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Specular equation visualization

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Tangent space visualization

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Example of per-pixel phong lighting with spotlight.

 
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