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Home » Articles & Resources » Programming » Graphics » Lighting and Shading
Intel sponsors gamedev.net search:
Lighting and Shading

Resources Listed: 12
Lighting and Shading
Topic Author Description
A Closer Look At Parallax Occlusion Mapping
[Added: 6/28/2006]
Jason Zink  Presents a guide to parallax occlusion mapping as well as a sample implementation. 
[Added: 7/13/2001]
Sami Hamlaoui  Provides an introduction to cel-shading, a technique for creating cartoon-like images using conventional 3D methods. 
Fast Phong Shading (OTMPHONG.DOC)
[Added: 7/16/1999]
Fast Phong Shading by Gary Bishop
[Added: 7/16/1999]
[Added: 7/16/1999]
Gouraud Shaded Polygons
[Added: 7/16/1999]
High Dynamic Range Environment Mapping On Mainstream Graphics Hardware
[Added: 2/22/2005]
Adam Lake and Cody Northrop
Intel® Software Solution Group (SSG)
Modern Game Technologies Project 
This article discusses the capture, storage, and display of high dynamic range images. 
Light Based Tessellation
[Added: 10/11/2001]
Jeff Andrews  Light Based Tessellation technology is used for adding enhanced lighting effects to three-dimensional objects. Current lighting algorithms operate only on each vertex of a polygon in order to create lighting effects. By tessellating (breaking up) a polygon, more vertices will be created with which the lighting algorithms can work, thus producing better lighting effects. 
Phong Illumination Explained
[Added: 8/23/1999]
Paul Nettle  Nettle explains Phong illumination in this article. (not phong shading) 
Phong Lighting and Specular Highlights
[Added: 7/16/1999]
Shaders and Metaprogramming
[Added: 7/3/2007]
Promit Roy  Discusses how to robustly expose shader constant parameters from a .NET 2.0 application using the reflection and metaprogramming abilities of managed code 
Texture Shading by Tom Hammersley
[Added: 7/16/1999]
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