DirectX Computational Graphics

Mastering Lighting Models in DirectX

Understanding and implementing effective lighting models is crucial for creating realistic and visually appealing 3D scenes in DirectX. This tutorial explores various lighting techniques, from basic ambient light to complex physically based rendering.

1. Introduction to Light Interaction

Light in computer graphics is simulated through its interaction with surfaces. Key factors influencing how we perceive a surface include:

2. Basic Lighting: The Phong Model

The Phong reflection model is a widely used empirical model that approximates light interaction by combining three components:

2.1 Ambient Lighting

Represents indirect light that illuminates all surfaces equally, regardless of their orientation or direct light sources. It prevents areas from being completely black.

Conceptual Diagram: Ambient Light

Ambient Light Diagram

// Simplified Ambient Component
float3 ambientColor = sceneAmbientLight * materialAmbientColor;
            

2.2 Diffuse Lighting

Simulates light scattering equally in all directions from a rough surface. The intensity depends on the angle between the surface normal and the light direction.

Conceptual Diagram: Diffuse Reflection

Diffuse Light Diagram

// Simplified Diffuse Component
float NdotL = max(0.0, dot(normal, lightDirection));
float3 diffuseColor = lightColor * materialDiffuseColor * NdotL;
            

2.3 Specular Lighting

Simulates the bright spots of light that appear on shiny surfaces. It depends on the angle between the reflection direction of the light and the viewing direction.

Conceptual Diagram: Specular Reflection

Specular Light Diagram

// Simplified Specular Component
float3 reflectionVector = reflect(-lightDirection, normal);
float RdotV = max(0.0, dot(reflectionVector, viewDirection));
float3 specularColor = lightColor * materialSpecularColor * pow(RdotV, materialShininess);
            

3. Extending Lighting: The Blinn-Phong Model

A variation of the Phong model that improves performance by using a halfway vector. It approximates the specular highlight more efficiently.


// Simplified Blinn-Phong Specular Component
float3 halfwayVector = normalize(lightDirection + viewDirection);
float NdotH = max(0.0, dot(normal, halfwayVector));
float3 specularColor = lightColor * materialSpecularColor * pow(NdotH, materialShininess);
            

4. Physically Based Rendering (PBR)

Modern rendering often employs PBR, which aims to simulate light interaction based on physical laws for more realistic results. Key concepts include:

PBR shaders typically involve complex mathematical models like the Cook-Torrance specular BRDF (Bidirectional Reflectance Distribution Function).

5. Implementing Lighting in DirectX Shaders

Lighting calculations are performed in the pixel shader (or fragment shader) for each pixel on the screen. You'll typically pass the following to your shader:

The shader then computes the lighting contribution for that pixel and outputs the final color.

6. Practical Considerations

Mastering lighting models is an ongoing journey. Experiment with different approaches and observe how they affect the visual outcome of your DirectX applications.

Example: Realistic Rendering with PBR

PBR Rendering Example