Textured Lighting 24jul95 This technique is an easy way to render bump-mapped surfaces. The basic idea is that each face is drawn with a texture. This texture is a Color-index texture, where the index corresponds to one of a set of normal vectors. This example uses 240 possible normal vectors that tile a sphere. (Run sphd to see this tiling). On a bumpy surface, the quantization of the normal vector into a small number of possible normals averages out an the effect should not be that noticeable. Once the surface texture is computed, the Color Look-Up Table (CLUT) must be computed by applying the lighting calculations to the subset of normal vectors. Note that the spherical tiling could be finer in the direction of lights and coarser away from light, but this isn't used at the moment. So long as the object-light angles remain constant, the surface will always be correctly lit, no matter where the viewer is (assuming specularity has been ignored). This approach also assumes the surface material properties are constant and there are not extra textures on the surface. Mip-maps could be generated by suitable application of recursion in the texture gereration function. The will be left to future developers. NOTES: Sphereical tiling: A number of different approaches were considered. The most interesting was based on the dodecahedron. Each pentagonal face gets chopped into 5 equal triangles (project mid-point to surface). This generates 5*12=60 exactly identical triangles. (Can you do better?) Each of these is divided into 4 new triangles. The alpha of 0.5102 was determined to maximize the surface area of the spherical approximation. The normals of the verticies are then averaged and normalized to create the normal at the center of each face. These center face normals are the 240 normals used. Lighting calculations: These will be based on the flt2c tool. Multiple lights and even a specular term will be allowed. Specularity assumes a look direction, so highlights will be wrong if the look direction changes too much. Material properties: Surface coloration is also part of the lighting calculation. Each material will have a different response to lights. A simple object description file will associate an object with a material. Bump Maps: These can be in many different forms. A simple one is just the interpolated normal vectors (ala Phong shading). Additionally, there can be real bumps. Real bumps have a center vector and a height profile as a function of central angle (acos( phong_vect dot center)). Bumps can be additive or obscuring. Noise is an example of additive bumps. Also, a height-field can be used to explicitly control the shape of more complex bumps. Craters: centeral normal width depth scale slope noise (since craters are usually roughest along steep areas.) shape: /\_ _/ --_ \ / \ --- --x-w-/ Dimples are just craters with a smooth surface. Pure noise can be added to the normals to get a sort of dithering effect so that the quantization of normals won't be too visible. UPDATE: 8aug95 Got first pass demo working. Covered a 60 face bucky-ball with 74 craters. Craters are layed down in order, and newer ones obscure older ones in their region of influence. This last part allows small craters to dig little holes in bigger craters. Crater shape is described by the "slope" of the sides this is actaully a factor from -1 to 1 (scaled to -128 to 127) determining how much of the "radial residual" vector to add into the current normal. The next step is to add dynamic lighting by recalculating the lighting LUT each frame based on the angles of the lights and the objects. Maybe even allow multiple objects to re-use the same geometry and surface textures, just change the LUT based on its lighting and material color.
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texlit | ||
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PCmake | ||
README | ||
bumpmap.c | ||
bumpmap.h | ||
cfb.c | ||
dram_stack.c | ||
obj_real.h | ||
rsp_cfb.c | ||
spec | ||
static.c | ||
zbuf.c |