Per-pixel Lighting

In computer graphics, per-pixel lighting refers to any technique for lighting an image or scene that calculates illumination for each pixel on a rendered image. This is in contrast to other popular methods of lighting such as vertex lighting, which calculates illumination at each vertex of a 3D model and then interpolates the resulting values over the model's faces to calculate the final per-pixel color values.

Per-pixel lighting is commonly used with techniques like normal mapping, bump mapping, specularity, and shadow volumes. Each of these techniques provides some additional data about the surface being lit or the scene and light sources that contributes to the final look and feel of the surface.

Most modern video game engines implement lighting using per-pixel techniques instead of vertex lighting to achieve increased detail and realism. The id Tech 4 engine, used to develop such games as Brink and Doom 3, was one of the first game engines to implement a completely per-pixel shading engine. All versions of the CryENGINE, Frostbite Engine, and Unreal Engine, among others, also implement per-pixel shading techniques.

Deferred shading is a recent development in per-pixel lighting notable for its use in the Frostbite Engine and Battlefield 3. Deferred shading techniques are capable of rendering potentially large numbers of small lights inexpensively (other per-pixel lighting approaches require full-screen calculations for each light in a scene, regardless of size).

Read more about Per-pixel Lighting:  History

Famous quotes containing the word lighting:

    Popular art is normally decried as vulgar by the cultivated people of its time; then it loses favor with its original audience as a new generation grows up; then it begins to merge into the softer lighting of “quaint,” and cultivated people become interested in it, and finally it begins to take on the archaic dignity of the primitive.
    Northrop Frye (b. 1912)