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Thread: anisotropic lighting

  1. #1
    Intern Contributor
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    anisotropic lighting

    hiya,
    i'd like to render some realistic grained-plastic stuff...
    after struggling a bit on the topic, i am kinda convinced that what i need is the anisotropic lighting. You know, on grained plastic the specular component doesn't fall in a sharp shape of the light source, but it is more like a diffused halo.
    I've collected some papers form ATI describing the phenomena, but no examples. Does anyone can point me some useful paper??

    thank you G.

  2. #2
    Super Moderator OpenGL Guru
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    Re: anisotropic lighting

    Which papers are you talking about?

    plastic can exhibit many forms of reflectivity, but we all know that phong lighting is considered "plastic lighting".

    For anisotropic lighting, the specular term can be used as a tex coord to sample a special 1D texture.
    You just need the right texture.
    ------------------------------
    Sig: http://glhlib.sourceforge.net
    an open source GLU replacement library. Much more modern than GLU.
    float matrix[16], inverse_matrix[16];
    glhLoadIdentityf2(matrix);
    glhTranslatef2(matrix, 0.0, 0.0, 5.0);
    glhRotateAboutXf2(matrix, angleInRadians);
    glhScalef2(matrix, 1.0, 1.0, -1.0);
    glhQuickInvertMatrixf2(matrix, inverse_matrix);
    glUniformMatrix4fv(uniformLocation1, 1, FALSE, matrix);
    glUniformMatrix4fv(uniformLocation2, 1, FALSE, inverse_matrix);

  3. #3
    Member Regular Contributor
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    Re: anisotropic lighting

    Check out "Advanced Real-time reflectance" by Naty Hoffman.
    http://www.gdconf.com/archives/2004/hoffman_naty.pdf

  4. #4
    Intern Contributor
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    Re: anisotropic lighting

    Originally posted by V-man:
    Which papers are you talking about?

    plastic can exhibit many forms of reflectivity, but we all know that phong lighting is considered "plastic lighting".

    For anisotropic lighting, the specular term can be used as a tex coord to sample a special 1D texture.
    You just need the right texture.
    in particular i was refering to this nvidia ppt:

    NVidia Anisotropic Ligthing

    I will spend some time looking at the paper suggested by Parveen and the check back here...
    Thanks guys...

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