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Direct3D HLSL Programming using RenderMonkey IDE

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Shiny Marble<br />

• Add specular highlights to solid material<br />

– Apply standard specular illumination formula, use pow intrinsic<br />

function to compute the result<br />

– OR instead of computing full pow, only raise to n = 32 by <strong>using</strong><br />

multiplications<br />

• Faster and leaner shader<br />

+<br />

Game Developer Conference, San Jose, CA, March 7 th 2003<br />

=

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