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Per-pixel lighting
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Per-pixel lighting : ウィキペディア英語版
Per-pixel lighting
In computer graphics, per-pixel lighting refers to any technique for lighting an image or scene that calculates illumination for each pixel on a rendered image. This is in contrast to other popular methods of lighting such as vertex lighting, which calculates illumination at each vertex of a 3D model and then interpolates the resulting values over the model's faces to calculate the final per-pixel color values.
Per-pixel lighting is commonly used with techniques like normal mapping, bump mapping, specularity, and shadow volumes. Each of these techniques provides some additional data about the surface being lit or the scene and light sources that contributes to the final look and feel of the surface.
Most modern video game engines implement lighting using per-pixel techniques instead of vertex lighting to achieve increased detail and realism. The id Tech 4 engine, used to develop such games as Brink and Doom 3, was one of the first game engines to implement a completely per-pixel shading engine. All versions of the CryENGINE, Frostbite Engine, and Unreal Engine, among others, also implement per-pixel shading techniques.
Deferred shading is a recent development in per-pixel lighting notable for its use in the Frostbite Engine and Battlefield 3. Deferred shading techniques are capable of rendering potentially large numbers of small lights inexpensively (other per-pixel lighting approaches require full-screen calculations for each light in a scene, regardless of size).
==History==
While only recently have personal computers and video hardware become powerful enough to perform full per-pixel shading in real-time applications such as games, many of the core concepts used in per-pixel lighting models have existed for decades.
Frank Crow published a paper describing the theory of shadow volumes in 1977.〔Crow, Franklin C: "Shadow Algorithms for Computer Graphics", ''Computer Graphics (SIGGRAPH '77 Proceedings)'', vol. 11, no. 2, 242-248.〕 This technique uses the stencil buffer to specify areas of the screen that correspond to surfaces that lie in a "shadow volume", or a shape representing a volume of space eclipsed from a light source by some object. These shadowed areas are typically shaded after the scene is rendered to buffers by storing shadowed areas with the stencil buffer.
Jim Blinn first introduced the idea of normal mapping in a 1978 SIGGRAPH paper.〔Blinn, James F. "Simulation of Wrinkled Surfaces", ''Computer Graphics (SIGGRAPH '78 Proceedings'', vol. 12, no. 3, 286-292.〕 Blinn pointed out that the earlier idea of unlit texture mapping proposed by Edwin Catmull was unrealistic for simulating rough surfaces. Instead of mapping a texture onto an object to simulate roughness, Blinn proposed a method of calculating the degree of lighting a point on a surface should receive based on an established "perturbation" of the normals across the surface.

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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