![]() For example, light hitting a surface at a 90 degree angle contributes more than light hitting the same surface at a 5 degrees.ĭiffuse light is dependent on the material colors, light colors, illuminance, light direction and normal vector. The Diffuse Light contribution is dependent on the incident angle. The thing is that when we look at a complex model such as a human face up close we prefer to use a highly detailed model that will bring out the tiny. The core problem that Tessellation deals with is the static nature of 3D models in terms of their detail and polygon count. In modern OpenGL we are required to define at least a vertex and fragment shader of our own (there are no default vertex/fragment shaders on the. Tessellation is an exciting new feature in OpenGL 4.x. There is also the tessellation stage and transform feedback loop that we havent depicted here, but thats something for later. The Tessellation works fine and just as I expected it to look like. The pipeline I want to implement should take a low poly mesh, tessellate it and apply a displacement map. Diffuse Lightĭiffuse light represents direct light hitting a surface. The geometry shader is optional and usually left to its default shader. in my recent project I am working with hardware side tessellation. ![]() The ambient’s material color represents the overall ambient light the surface reflects. The light’s ambient color represents the color and intensity of the light. ![]() Ambient light contribution depends on the light’s ambient color and the ambient’s material color. ![]() Ambient LightĪmbient light is the light that enters a room and bounces multiple times around the room before lighting a particular object. It is simply the color and intensity which an object glows. Your task as a computer graphics developer is to simulate four different categories of light:Įmissive light is the light produced by the surface itself in the absence of a light source. However, I recommend to simulate light in the fragment shader, since it produces a more realistic effect. It can be simulated in either the Vertex or Fragment shaders. ![]()
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