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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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Lighting Effects in Computer Games
Stefan Felkel
04/22/23 Stefan Felkel 2 / 24
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)
EndThanks for your attention!