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This is a mathematical model used to calculate the color of a surface depending its physical properties (such as its color and how well it reflects light) and the position of the light source.įor 3D rendering, this requires a lot of information, and this can best be represented with another diagram: This simple rule forms the basis of what is called diffuse lighting. In 1760, the Swiss scientist released a book called Photometria - in it, he set down a raft of fundamental rules about the behaviour of light the most notable of which was that surfaces emit light (by reflection or as a light source itself) in such a way that the intensity of the emitted light changes with the cosine of the angle, as measured between the surface's normal and the observer of the light. You might be surprised to know that the origins of this dates back to the 18th century, and a man called Johann Heinrich Lambert.
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To do any of this properly, you need to be able to accurately model how light behaves as it interacts with different surfaces. Since everything to do with 3D rendering involves math (and a lot of it!), we better get stuck into what's going on behind the scenes of any modern game. The lighting and shadowing of every surface is dynamic: constantly changing with environmental conditions and the player's actions. There's a wealth of technology used to render this frame, boasting cool phrases such as screen space ambient occlusion, pre-pass depth mapping, Bokeh blur filters, tone mapping operators, and so on. Fast forward 23 years, and it's a very different story in the acclaimed reboot.
#Brighter 3d full version Pc#
This wasn't because the programmers weren't up to the task: PC hardware of that era consisted of 66 MHz (that's 0.066 GHz!) CPUs, 40 MB hard drives, and 512 kB graphics cards that had minimal 3D capabilities. Any sense of shadows just comes from some clever use of textures and the designer's choice of ambient color. The use of light and shadow in this title is very primitive by modern standards: no sources of light are accounted for, as each surface is given an overall, or ambient, color value using the vertices. For many years, this was the bulk of the rendering process, and we can see this by going back to 1993 and firing up id Software's Doom.
#Brighter 3d full version series#
So far in the series we've covered the key aspects of how shapes in a scene are moved and manipulated, transformed from a 3-dimensional space into a flat grid of pixels, and how textures are applied to those shapes. The Math of Lighting, SSR, Ambient Occlusion, Shadow Mapping Part 4: 3D Game Rendering: Lighting and Shadows Part 2: 3D Game Rendering: Rasterization and Ray Tracingīilinear, Trilinear, Anisotropic Filtering, Bump Mapping, More Part 1: 3D Game Rendering: Vertex ProcessingĪ Deeper Dive Into the World of 3D Graphics