三种光照模型的渲染对比

这几天在看《GPU 编程与CG 语言之阳春白雪下里巴人》,看到光照模型那部分,便根据书上的内容作了一下实验


进行对比的三种光照模型分别如下:

Phong模型,对应计算的数学公式如下



Blinn-phong 模型,对应计算的数学公式如下



Cook-Torrance 模型,对应计算的数学公式如下

(其中cosα为标准化的N和H的点积 )和

关于上述的数学模型解析叙述可以参考前面的两篇博客 简单的光照模型三种光照模型的计算



下面是shader实现的光照效果

Phong模型



Blinn-phong 模型



Cook-Torrance 模型



从上面的3张图效果可以知道,而且一般来说Cook-Torrance 模型实现的效果最为真实,贴近现实,接着是Phong模型,然后就是Blinn-phong 模型(贴近艺术性)。当然,Blinn-phong 模型无疑是效率最高的,而Cook-Torrance 模型便是效率最低的。


代码

(基于《Introduction to 3D Game Programming with DirectX 11》的LitSkull Demo修改

//=============================================================================
// Basic.fx by Frank Luna (C) 2011 All Rights Reserved.
//
// Basic effect that currently supports transformations, lighting, and texturing.
//=============================================================================

#include "LightingHelper.fx"
 
cbuffer cbPerFrame
{
	DirectionalLight gDirLights[3];
	float3 gEyePosW;

	float  gFogStart;
	float  gFogRange;
	float4 gFogColor;
};

cbuffer cbPerObject
{
	float4x4 gWorld;
	float4x4 gWorldInvTranspose;
	float4x4 gWorldViewProj;
	float4x4 gTexTransform;
	Material gMaterial;
}; 

// Nonnumeric values cannot be added to a cbuffer.
Texture2D gDiffuseMap;

SamplerState samAnisotropic
{
	Filter = ANISOTROPIC;
	MaxAnisotropy = 4;

	AddressU = WRAP;
	AddressV = WRAP;
};

struct VertexIn
{
	float3 PosL    : POSITION;
	float3 NormalL : NORMAL;
};

struct VertexOut
{
	float4 PosH    : SV_POSITION;
    float3 PosW    : POSITION;
    float3 NormalW : NORMAL;
};

VertexOut VS(VertexIn vin)
{
	VertexOut vout;
	
	// Transform to world space space.
	vout.PosW    = mul(float4(vin.PosL, 1.0f), gWorld).xyz;
	vout.NormalW = mul(vin.NormalL, (float3x3)gWorldInvTranspose);
		
	// Transform to homogeneous clip space.
	vout.PosH = mul(float4(vin.PosL, 1.0f), gWorldViewProj);
	
	return vout;
}
 
float4 PS(VertexOut pin, uniform int gLightCount) : SV_Target
{
	// Interpolating normal can unnormalize it, so normalize it.
    pin.NormalW = normalize(pin.NormalW);

	// The toEye vector is used in lighting.
	float3 toEye = gEyePosW - pin.PosW;

	// Cache the distance to the eye from this surface point.
	float distToEye = length(toEye); 

	// Normalize.
	toEye /= distToEye;
	
	//
	// Lighting.
	//
	// Start with a sum of zero. 
	float4 ambient = float4(0.0f, 0.0f, 0.0f, 0.0f);
	float4 diffuse = float4(0.0f, 0.0f, 0.0f, 0.0f);
	float4 spec    = float4(0.0f, 0.0f, 0.0f, 0.0f);

	// Sum the light contribution from each light source.  
	[unroll]
	for(int i = 0; i < gLightCount; ++i)
	{
		float4 A, D, S;
		/*ComputeDirectionalLight(gMaterial, gDirLights[i], pin.NormalW, toEye, 
			A, D, S);*/
		CookTorrance(gMaterial, gDirLights[i], pin.PosW, pin.NormalW, toEye,
			A, D, S);


		ambient += A;
		diffuse += D;
		spec    += S;
	}

	float4 litColor = ambient + diffuse + spec;

	// Common to take alpha from diffuse material.
	litColor.a = gMaterial.Diffuse.a;

    return litColor;
}

technique11 Light1
{
    pass P0
    {
        SetVertexShader( CompileShader( vs_5_0, VS() ) );
		SetGeometryShader( NULL );
        SetPixelShader( CompileShader( ps_5_0, PS(1) ) );
    }
}

technique11 Light2
{
    pass P0
    {
        SetVertexShader( CompileShader( vs_5_0, VS() ) );
		SetGeometryShader( NULL );
        SetPixelShader( CompileShader( ps_5_0, PS(2) ) );
    }
}

technique11 Light3
{
    pass P0
    {
        SetVertexShader( CompileShader( vs_5_0, VS() ) );
		SetGeometryShader( NULL );
        SetPixelShader( CompileShader( ps_5_0, PS(3) ) );
    }
}

LightingHelper.fx

struct DirectionalLight
{
	float4 Ambient;		//环境光数值
	float4 Diffuse;			//散射光数值
	float4 Specular;		//平面光数值
	float3 Direction;		//直线方向
	float pad;
};

struct PointLight
{
	float4 Ambient;		//环境光数值
	float4 Diffuse;			//散射光数值
	float4 Specular;		//高光数值

	float3 Position;		//光源位置
	float Range;				//照射访问

	float3 Att;				//衰减值
	float pad;
};

struct SpotLight
{
	float4 Ambient;		//环境光数值
	float4 Diffuse;			//散射光数值
	float4 Specular;		//高光数值

	float3 Position;		//光源位置
	float Range;				//衰减值

	float3 Direction;		//照射方向
	float Spot;				//聚光强度系数

	float3 Att;				//衰减值
	float pad;
};

struct Material
{
	float4 Ambient;		//环境光数值
	float4 Diffuse;			//散射光数值
	float4 Specular;		//高光数值
	float4 Reflect;			//反射数值
};

//---------------------------------------------------------------------------------------
// 通过直线光的光照公式计算,环境光、漫反射、平面光的数值
// 
// 需要分开输出三者的数值,因为我们后面需要单独修改这些值
//---------------------------------------------------------------------------------------
void ComputeDirectionalLight(Material mat, DirectionalLight L,
	float3 normal, float3 toEye,//"顶点->眼"向量
	out float4 ambient, out float4 diffuse, out float4 spec)
{
	//初始化
	ambient = float4(0.0f, 0.0f, 0.0f, 0.0f);
	diffuse = float4(0.0f, 0.0f, 0.0f, 0.0f);
	spec = float4(0.0f, 0.0f, 0.0f, 0.0f);

	//光照方向与光源方向相反
	float3 lightVec = normalize(-L.Direction);

	//处理环境光数值
	ambient = mat.Ambient*L.Ambient;

	//计算漫反射和镜面反射,给物体表面提供光照
	//求漫反射,注意两向量归一化
	diffuse = max(dot(lightVec, normal), 0) * mat.Diffuse * L.Diffuse;;

	//Phong 光照模型渲染
	float3 v = reflect(-lightVec, normal);
	float specFactor = pow(max(dot(v, toEye), 0.0f), mat.Specular.w);

	//Blinn-phong 光照模型渲染
	/*float3 h = normalize(lightVec + toEye);
	float specFactor = pow(max(dot(h, normal), 0.0f), mat.Specular.w);*/

	spec = specFactor * mat.Specular * L.Specular;

}

//---------------------------------------------------------------------------------------
// Cook-Torrance 光照模型渲染
//---------------------------------------------------------------------------------------
void CookTorrance(Material mat, DirectionalLight l,
	float3 position, float3 normal, float3 toEye,//"顶点->眼"向量
	out float4 ambient, out float4 diffuse, out float4 spec)
{
	//初始化
	ambient = float4(0.0f, 0.0f, 0.0f, 0.0f);
	diffuse = float4(0.0f, 0.0f, 0.0f, 0.0f);
	spec = float4(0.0f, 0.0f, 0.0f, 0.0f);

	float3 P = position.xyz;
	float3 N = normal.xyz;


	//光照方向与光源方向相反
	float3 lightVec = -l.Direction;
	float3 L = normalize(lightVec);
	//处理环境光数值
	ambient = mat.Ambient*l.Ambient;


	float nl = max(dot(L, N), 0);
	//计算漫反射
	diffuse = nl * mat.Diffuse * l.Diffuse;
	
	// Cook-Torrance 光照模型渲染
	float3 V = toEye;
	float3 H = normalize(L + V);

	float nv = dot(N, V);
	if (nv > 0 && nl > 0)
	{
		float nh = dot(N, H);
		float m = 0.3;
		float temp = (nh*nh - 1) / (m*m*nh*nh);
		float roughness = (exp(temp)) / (pow(m, 2)*pow(nh, 4));//粗糙度,根据 beckmann 函数

		float vh = dot(V, H);
		float a = (2 * nh*nv) / vh;
		float b = (2 * nh*nl) / vh;
		float geometric = min(a, b);
		geometric = min(1, geometric);//几何衰减系数

		float f = 0.125;
		float fresnelCoe = f + (1 - f)*pow(1 - vh, 5);fresnel 反射系数
		float rs = (fresnelCoe*roughness*geometric) / (nv*nl);
		spec = rs * nl * mat.Specular * l.Specular;
	}
}<strong>
</strong>



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