深入理解光照计算模型(4) 摘要: Emissive lighting is described by a single term.
Emissive Lighting = Ce
深入理解光照计算模型(3) 摘要: Modeling specular reflection requires that the
system not only know in what direction light is traveling, but also the
direction to the viewer's eye. The system uses a simplified version of the
Phong specular-reflection model, which employs a halfway vector to
approximate the intensity of specular reflection.
深入理解光照计算模型(2) 摘要: After adjusting the light intensity for any
attenuation effects, the lighting engine computes how much of the remaining
light reflects from a vertex, given the angle of the vertex normal and the
direction of the incident light. The lighting engine skips to this step for
directional lights because they do not attenuate over distance. The system
considers two reflection types, diffuse and specular, and uses a different
formula to determine how much light is reflected for each. After calculating
th
深入理解光照计算模型(1) 摘要: Ambient lighting provides constant lighting for a
scene. It lights all object vertices the same because it is not dependent on
any other lighting factors such as vertex normals, light direction, light
position, range, or attenuation. It is the fastest type of lighting but it
produces the least realistic results. Direct3D contains a single global
ambient light property that you can use without creating any light.
Alternatively, you can set any light object to provide ambient lighting. The
ambient