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 Post subject: A reversion back to simpler lighting models
PostPosted: Thu Dec 19, 2013 10:49 am 
Smithfield
Smithfield

Joined: Sun Jun 18, 2006 7:37 pm
Posts: 5393
A thought came to my mind... Considering that the common resolution most people use has stagnated around 1080p and we're pushing for more polygons, could we get to a point where Phong Shading and its techniques may be a little too overkill? Especially if primitives get down to the pixel level (if ever get down to that). For instance, flat shading and Goraud shading actually look progressively better the more polygons you add to it. Phong shading was developed mostly because we were trying to create the illusion of greater detail with fewer polygons.

So what if we simplified texturing and shading using simpler techniques? Could we achieve similar results?


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 Post subject: Re: A reversion back to simpler lighting models
PostPosted: Fri Dec 20, 2013 6:03 am 
Team Member
Team Member

Joined: Wed Aug 12, 2009 12:09 pm
Posts: 594
Is this in your line of work? You used lot of technical terms that I had to read wikipedia to figure out what you were talking about.

So basically, you're saying that at this point in computing power, it is possible to use a very large amount of polygons to approximate curves and whatnot. Then, other methods of approximation such as Phong shading are not necessary? Is flat shading less processing intensive than Phong shading?


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 Post subject: Re: A reversion back to simpler lighting models
PostPosted: Fri Dec 20, 2013 8:00 am 
Smithfield
Smithfield

Joined: Sun Jun 18, 2006 7:37 pm
Posts: 5393
Phong shading works at the pixel level, whereas flat shading works at the polygonal level. If we can have a polygon per pixel then using flat shading, you start achieving "per pixel shading"

I don't know if it would really work that way or not though :D


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