Direct3D HLSL Programming using RenderMonkey IDE
Direct3D HLSL Programming using RenderMonkey IDE
Direct3D HLSL Programming using RenderMonkey IDE
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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