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Lighting Effects in Computer Games Stefan Felkel

Lighting Effects in Computer Games

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Lighting Effects in Computer Games. Stefan Felkel. Talk Outline. Importance of lighting Light Sources Lighting Model Material and OpenGL Shading Multipass Rendering Multitexturing Mapping Techniques Radiosity Examples and Screenshots. Importance of Lighting. Point Light. - PowerPoint PPT Presentation

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Page 1: Lighting Effects in  Computer Games

Lighting Effects in Computer Games

Stefan Felkel

Page 2: Lighting Effects in  Computer Games

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Talk Outline Importance of lighting Light Sources Lighting Model Material and OpenGL Shading Multipass Rendering Multitexturing Mapping Techniques Radiosity Examples and Screenshots

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Importance of Lighting

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Light SourcesDirectional Light

Point Light

Spot Light

Parameters: color, intensity OpenGL: up to 8 light sources

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Material Parameters:

Ambient (color)Diffuse (color)Specular (color)Shininess (specular exponent)Emissive (color)

Color determined by these params + params of light source + lighting model

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Lighting Model (1) Good approximation to reality Illumination calculated with LM OpenGL LM

Ambient Lighting Diffuse Lighting Specular Lighting

Total lighting intensity:

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Lighting Model Ambient Lighting

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Lighting Model Diffuse Lighting

View & light-vector: no lighting >= 90°

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Lighting Model Specular Lighting

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Shading

Flat Shading

Gouraud Shading

Phong Shading

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Cube Environment Mapping

6 Textures 1 Cubemap

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Multipass Rendering Lighting calculations done in separate

passes Each successive pass modifies the

result of the pass before Quake III: up to 10 passes

Base texturesLightmapsFog ...

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Multitexturing

In a single pass, multiple textures are accessed

Multiple stage model: output of each stage becomes input for next

Input for 1st stage is fragment color

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Light Mapping (1)

+ =

Lightmap + Texture = Combined Texture

Light maps: low resolution & precalculated Introduced by Quake

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Light Mapping (2)

Multiple light maps packed into single

texture

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Gloss Mapping

+ =

Specularlighting

Gloss maptexture

Diffuselighting Final combined

result

Gloss map: monochrome texture stores specular intensity values

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Radiosity

Based on thermal heat transfer Viewpoint independent Radiosity = radiance exiting from a patch Deals with area light sources Radiosity is used for light map calculation

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Radiosity

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Meshing the Environment

Patch = surface, area, texel (light maps) Every patch gets energy from

surrounding patches

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Examples

Wolfenstein 3D (1992) Doom (1993) GLQuake (1996)

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Wolfenstein 3D (1992)

Screenshot from Wolfenstein (“full-bright”)

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Doom I (1993)

Screenshot from Doom I (Depth Cueing)

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GLQuake (1996)

Screenshot from Quake II(Radiosity for light map calculation)

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EndThanks for your attention!