BRDF-based Lighting This article with sample source code describes what BRDF (Bi-directional Reflectance Distribution Function) lighting is and how to do it in realtime using textures. BRDF is basically a weight function with which the light on a surface is modulated to determine what color the eye sees. Dot Product Texture Blending and Per-Pixel Lighting Sim Dietrich
Fake Phong Shading May 2002 - Daniel Vlasic This thesis describes techniques available for aproximating phong shading in real time. The best technique described is the Blinn shading technique, that maps the vertices onto a specularity map. Advanced Shader Programming: Diffuse & Specular Lighting July 2002 - Wolfgang Engel This article shows how to do diffuse and specular lighting with pixelshaders 1.1, 1.2, and 1.4 for DirectX. Advanced lighting and shading with Direct3D 9 Feb 2003 - Michal Valient This article explains lighting models that goes beyond normal diffuse and phong shading, e.g. Fresnel Term (reflexion), Oren-Nayar (diffuse), and Cook-Torrance (specular). It also shows how to implement them using shaders in Direct3D 9. Fresnel Reflection June, 2002 - Matthias Wloka This article shows how to implement fresnel reflection with DirectX 8.1, using either vertex shaders or pixel shaders. |