Fri, October 19, 2018 npoenq.info post about: hemisphere lighting opengl radiance, net tutorials ambient occlusion lighting using glsl ozone3dnet, example of how artists author pbr material with its relevant textures opengl learnopengl theory, glsl, looking up at the ceiling lights in theatre physically based shading and image lighting trent reed, light intensity is inversely proportional to the square of distance from source this known as inverse law and similar how unity manual types, diffuse reflection can be calculated with the surface normal vector and direction to light source glsl programmingunitydiffuse of skylight wikibooks.
So far we’ve been colouring all of our polygons using specific colour values. Now we’re going to move a step further and use lighting to colour our polygons and hopefully generate a more realistic image., Before we get to putting the lights into our code, we should first cover some terms that relate to lighting and reflection. There are 3 of these terms which describe different types of light which we will use to colour in our polygons. They are as follows:
We've briefly touched on it in the basic lighting tutorial: ambient lighting. Ambient lighting is a fixed light constant we add to the overall lighting of a scene to simulate the scattering of light. In reality, light scatters in all kinds of directions with varying intensities so the indirectly lit parts of a scene should also have varying intensities, instead of a constant ambient component. One type of indirect lighting approximation is called ambient occlusion that tries to approximate indirect lighting by darkening creases, holes and surfaces that are close to each other. These areas are largely occluded by surrounding geometry and thus light rays have less places to escape, hence the areas appear darker. Take a look at the corners and creases of your room to see that light seems just a little darker. , Below is an example image of a scene with and without SSAO. Notice how especially between the creases the (ambient) light is more occluded:
In the last tutorial we learned to create dynamic shadows with shadow mapping. It works great, but it's only suited for directional lights as the shadows are only generated in a single direction of the light source. It is therefore also known as directional shadow mapping as the depth (or shadow) map is generated from just the direction the light is looking at. , What this tutorial will focus on is the generation of dynamic shadows in all surrounding directions. The technique we're using is perfect for point lights as a real point light would cast shadows in all directions. This technique is known as point (light) shadows or more formerly as omnidirectional shadow maps.
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This post topic: Lighting