Sunday, February 15, 2009
Real-time Rendering #4
This is our Realtime Rendering Lab #4 where we had to implement Phong and Blinn-Phong illumination shaders. I used XNA Game Studio with C# Visual Studio for development with NVidia's FX Composer 2.5. The clip shows the simple Gouraud illumination model, which displays no specular lobe as the Phong model does. I display the Phong model before optimising it for Blinn-Phong which characteristically displays a larger specular lobe. The final shot is a comparison between the Phong model against the Blinn-Phong.
Labels:
Blinn-Phong,
C#,
IET,
illumination,
Phong,
Realtime Rendering,
XNA
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