GPU/Fragment Lighting: Difference between revisions

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Dropping the bomb. Still somewhat incomplete, but this should be good enough to get started.
 
Neobrain (talk | contribs)
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This wiki page can only give a short overview of the fragment lighting feature. Luckily, there is a plethora of public literature available which describes the feature in more detail:
This wiki page can only give a short overview of the fragment lighting feature. Luckily, there is a plethora of public literature available which describes the feature in more detail:
* Everitt - "Per-Pixel Lighting": A presentation given at the Game Developers Conference 2001 about per-pixel lighting. It doesn't have anything to do with the PICA200 algorithm, but explains the core ideas very well (especially the concepts of surface-local space and how it relates to other coordinate systems).
* Everitt - "Per-Pixel Lighting": A presentation given at the Game Developers Conference 2001 about per-pixel lighting. It doesn't have anything to do with the PICA200 algorithm, but explains the core ideas very well (especially the concepts of surface-local space and how it relates to other coordinate systems).
* Kazakov and Ohbuchi - "Primitive Processing and Advanced Shading Architecture for Embedded Space": Provides a general overview over the fragment lighting algorithm used by the PICA200 and provides explicit formulas for the primary and secondary lighting output.
* Kazakov and Ohbuchi - "Primitive Processing and Advanced Shading Architecture for Embedded Space": Provides a general overview over the fragment lighting algorithm used by the PICA200 and provides explicit formulas for the primary and secondary lighting output. NOTE: There exist both a scientific publication and a short presentation with this title. Both are useful, but the former goes into much greater detail.
* Ohbuchi and Unno - "A Real-Time Configurable Shader Based on Lookup Tables": Provides a very detailed explanantion of the fragment lighting implementation
* Ohbuchi and Unno - "A Real-Time Configurable Shader Based on Lookup Tables": Provides a very detailed explanantion of the fragment lighting implementation
* Kuijk and Blake - "Faster Phong Shading via Angular Interpolation": Explains in greater detail how quaternions can be used to encode information about normals and tangents (and how quaternions are easier to interpolate than vectors).
* Kuijk and Blake - "Faster Phong Shading via Angular Interpolation": Explains in greater detail how quaternions can be used to encode information about normals and tangents (and how quaternions are easier to interpolate than vectors).