Friday, February 15, 2013

Graphics Assigment 5


I have some problems with my 4th assignment, which I am planning to submit ASAP. So, I took Vaibhav Bhalerao's 4th assignment  to do my 5th assignment on specular Lighting.


This was a simple concept and that's why I could do it in 2 hours.  I mostly tried to do Phong specular lighting. As we had already normalized light direction in the 3rd assignment getting reflected light with hlsl command reflect() was a cakewalk. Next was getting the normalized eye position. As discussed in the lecture, the last row of the worldToView matrix is the camera's or eye's translation. I just copied almost the entire algorithm from the reference.


 One thing I could not get right was the attenuation. I don't know if I was doing it right. when i tried using the attenuation value, every cube changed to white and lost textures.

  Understanding and adding the entities and textures for more cubes was fairly easy as the code that I was working on was quite well structured.

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