I have seen Nate’s great light demo some time ago and tried to look into the code now but I don’t understand all the math steps behind the fake lighting technique. I looked on the net for some more information but I couldn’t find anything. Does anyone have a good reference where this technique is described or could someone please give a short description of the technique? That would help me a lot…
Thanks in advance
Well, I still don’t understand all the math behind that technique but thanks to Nate’s demo I made a working implementation.
What I found out is that you can use the tangent space basis as the right and up vectors. That seems to work perfectly. So you can add good looking perpixel attenutation effects and shadows to your engine without needing a GeForce card and it doesn’t look worse than real perpixel attenuation. I will do that for my engine in addition to the GeForce rendering mode with bumpmapping.