14.12.2012 Views

Direct3D HLSL Programming using RenderMonkey IDE

Direct3D HLSL Programming using RenderMonkey IDE

Direct3D HLSL Programming using RenderMonkey IDE

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

Computing Anisotropic<br />

Lighting<br />

• Compute and propagate the normal, light vectors<br />

for both lights and the view vector (vertex shader)<br />

• In the pixel shader, compute contribution of each<br />

light <strong>using</strong> the light vector and direction of<br />

anisotropy<br />

• Adjust for self shadowing<br />

Light 1: Light 2:<br />

+ =<br />

Game Developer Conference, San Jose, CA, March 7 th 2003

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!