Computer graphics in Game development
Ivan Belyavtsev
21.02.2020
\[L(\vec{P}) = Ka + \sum_{lights}{[Kd\vec{N} \cdot \vec{L} + Ks(\vec{V} \cdot \vec{R})^{Ns}]}\]
\[\vec{R} = 2(\vec{N} \cdot \vec{L})\vec{N}−\vec{L}\]
[1]
\[L_o(X, \vec{\omega_o}) = L_e(X, \vec{\omega_o}) + \int_S L_i(X, \vec{\omega_o}) f_{X,\vec{n}}(\vec{\omega_i}, \vec{\omega_o}) |\vec{\omega_i} \cdot \vec{n} | d{\omega_i} \] [2]
\[BRDF = f_{X,\vec{n}}(\vec{\omega_i}, \vec{\omega_o})\]
1. Phong B.T. Illumination for computer generated pictures // Commun. ACM. New York, NY, USA: Association for Computing Machinery, 1975. Vol. 18, № 6. Pp. 311–317.
2. McGuire M. The graphics codex. 2.14 ed. Casual Effects, 2018.