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Games101 review: shading, rendering pipelines
2022-07-26 02:29:00 【Lao Yan is working hard】
In this course:The process of applying a material to an object.
Catalog
0. Some basic definitions in lighting model : normal 、 The light 、 sight 、 Surface parameters
1.Blinn-Phong Reflection model ( Empirical model ):Ambient+Diffuse+Specular
1.1 Diffuse Reflection( Diffuse reflection )
1.1.1 The color is the same from all directions
1.1.3 Lamberian (Diffuse)Shading: It has nothing to do with the direction of sight
1.2 Specular Term( highlights ) (Blinn-Phong)
1.3 Ambient Term( The ambient light ):constant
2.Shading Frequencies( Coloring frequency )
3. Render pipeline (Real-time Rendering)
4. Texture mapping : Different points and positions have different properties
0. Some basic definitions in lighting model : normal 、 The light 、 sight 、 Surface parameters
Coloring at a particular point :

0.1 shading ≠ shadow
1.Blinn-Phong Reflection model ( Empirical model ):Ambient+Diffuse+Specular

1.1 Diffuse Reflection( Diffuse reflection )
1.1.1 The color is the same from all directions
1.1.2 The essence of light is energy , It is related to the size of the receiving surface (Lambert's cosine law)


1.1.3 Lamberian (Diffuse)Shading: It has nothing to do with the direction of sight


1.2 Specular Term( highlights ) (Blinn-Phong)
1. coefficient ( Highlight color )、 Light energy absorption
2. The calculation of reflection vector is much larger than that of half way vector
3. Index p, Determines the brightness affected by the angle between the line of sight and the half-way vector
1.2.1 The smaller the angle between the line of sight and the reflection vector, the greater the brightness

1.2.2 Half range vector : The angle between the line of sight and the reflection vector Convert to The angle between the normal and the half way vector

1.2.3 cos Index p


1.3 Ambient Term( The ambient light ):constant
1. It has nothing to do with the actual direction of illumination
2. It has nothing to do with the direction of vision
It's basically a constant , Make sure that no place is black

2.Shading Frequencies( Coloring frequency )
3. Render pipeline (Real-time Rendering)
You can also read this blog : Computer graphics : Render pipeline _ Lao Yan is trying to blog -CSDN Blog
1. Enter a bunch of points in space
2. A point in three-dimensional space is projected onto a two-dimensional plane
3. These points will form a triangle
4. But the screen is discrete , So we should rasterize it , And do some in-depth tests
5. Color pixels



Modern computer graphics allows vertex and pixel parts to be programmable
4. Texture mapping : Different points and positions have different properties
I hope there is a way , Can define the attribute of a point in the object , Different locations have different properties
Define a coordinate system on the texture , be called UV Coordinate system , The general definition ![U,V\in [0,1]](http://img.inotgo.com/imagesLocal/202207/26/202207260222171147_12.gif)

Points on a three-dimensional surface , In fact, expansion is a two-dimensional plan :



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