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#1 |
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Registered
Join Date: May 2010
Posts: 1
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I want to ask which type of lighting model(s) used in modern 3D games, say Crysis. Can Blinn-Phong alone is enough? What are other options? IMO Strauss is very flexible, but does not produce convincing enough results.
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#2 |
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Junior Member
Join Date: Mar 2004
Location: Beijing, China
Posts: 60
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halo 3 uses cook-torrence from their 2008 gdc and siggraph papers
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#3 |
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a.k.a. Ingenu
Join Date: Feb 2002
Location: Horsham, United Kingdom
Posts: 2,046
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I have rarely seen anything better than blinn-phong and phong in games, although you have much more interesting lighting models out there.
There are a few games using that plus some ambient (double Hemisphere, Cube, Spherical Harmonics...)
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That message expresses my opinion, you can disagree with me, but an opinion can't be wrong. |
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#4 |
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Senior Member
Join Date: Jun 2005
Location: California, USA
Posts: 195
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We're using normalized Blinn-Phong, with an approximate shadowing/masking term. For details check out "Real Time Rendering, 3rd edition". A lot of the ideas are from there.
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#5 |
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Member
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Same here
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