Lighting Effects in Computer Games - PowerPoint PPT Presentation

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Lighting Effects in Computer Games

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Color determined by these params params of light source ... monochrome texture. stores specular intensity values. 9/8/09. Stefan Felkel. 17 / 24. Radiosity ... – PowerPoint PPT presentation

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Title: Lighting Effects in Computer Games


1
Lighting Effects in Computer Games
Stefan Felkel
2
Talk Outline
  • Importance of lighting
  • Light Sources
  • Lighting Model
  • Material and OpenGL
  • Shading
  • Multipass Rendering
  • Multitexturing
  • Mapping Techniques
  • Radiosity
  • Examples and Screenshots

3
Importance of Lighting
4
Light Sources
  • Directional Light
  • Parameters color, intensity
  • OpenGL up to 8 light sources

5
Material
  • Parameters
  • Ambient (color)
  • Diffuse (color)
  • Specular (color)
  • Shininess (specular exponent)
  • Emissive (color)
  • Color determined by these params params of
    light source lighting model

6
Lighting Model (1)
  • Good approximation to reality
  • Illumination calculated with LM
  • OpenGL LM
  • Ambient Lighting
  • Diffuse Lighting
  • Specular Lighting
  • Total lighting intensity

7
Lighting Model
  • Ambient Lighting

8
Lighting Model
  • Diffuse Lighting
  • View light-vector no lighting gt 90

9
Lighting Model
  • Specular Lighting

10
Shading
  • Flat Shading
  • Gouraud Shading
  • Phong Shading

11
Cube Environment Mapping
6 Textures ? 1 Cubemap
12
Multipass Rendering
  • Lighting calculations done in separate passes
  • Each successive pass modifies the result of the
    pass before
  • Quake III up to 10 passes
  • Base textures
  • Lightmaps
  • Fog
  • ...

13
Multitexturing
  • In a single pass, multiple textures are accessed
  • Multiple stage model output of each stage
    becomes input for next
  • Input for 1st stage is fragment color

14
Light Mapping (1)
  • Light maps low resolution precalculated
  • Introduced by Quake



Lightmap Texture Combined Texture
15
Light Mapping (2)
Multiple light maps packed into single texture
16
Gloss Mapping
  • Gloss map
  • monochrome texture
  • stores specular intensity values

?


Gloss maptexture
Diffuselighting
Specularlighting
Final combined result
17
Radiosity
  • Based on thermal heat transfer
  • Viewpoint independent
  • Radiosity radiance exiting from a patch
  • Deals with area light sources
  • Radiosity is used for light map calculation

18
Radiosity
19
Meshing the Environment
  • Patch surface, area, texel (light maps)
  • Every patch gets energy from surrounding patches

20
Examples
  • Wolfenstein 3D (1992)
  • Doom (1993)
  • GLQuake (1996)

21
Wolfenstein 3D (1992)
Screenshot from Wolfenstein (full-bright)
22
Doom I (1993)
Screenshot from Doom I (Depth Cueing)
23
GLQuake (1996)
Screenshot from Quake II (Radiosity for light map
calculation)
24
End
  • Thanks for your attention!
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