Luminescent
Veteran
According to Carmack and most experts here, Doom 3 was the first widespread engine to provide support for a hardware accelerated globalized lighting model, tuned, in particular, to exploit dynamnic point and spot lights on materials with discrete specular components. What made it distinct from most previous engines was its robust, consistent, procedural, and per-pixel implementation. It used a limited half-vector derivative of the phong shading equation with cubemaps for normalization.
Carmack himself mentioned that D3's per-pixel specular algorithm could be extended further by replacing embeded texture specular components with math or some sort of power function and by using a full light vector for normalization. It has not been mentioned, though, where the lighting equation will go from here.
That being said:
Aside: Folks like DigitalWanderer and the likes should not fear, I'm no Humus myself, just a curious enthusiast like Dave and the Rev.
Carmack himself mentioned that D3's per-pixel specular algorithm could be extended further by replacing embeded texture specular components with math or some sort of power function and by using a full light vector for normalization. It has not been mentioned, though, where the lighting equation will go from here.
That being said:
For reasonable framerates on next gen hardware, would it be possible for UE3 to generalize the diffuse component of the lighting equation enough to account for indirect lighting, perphaps through radiosity light mapping or some other technique? If so, would the lighting model still be considered a type of phong shading? Would such a model approach the requirement for global illumination?How should we expect Sweeney and his team to extend D3's approach for unified lighting, shadows aside?
Aside: Folks like DigitalWanderer and the likes should not fear, I'm no Humus myself, just a curious enthusiast like Dave and the Rev.