What is the pixel lighting?

"Per-Pixel Lighting" is a term used in computer graphics that indicates that the three-dimensional (3D) scene determines the color of objects based on pixel-Pixel instead of the peak. The use of pixels lighting instead of per-vertex lighting usually creates a finished picture or frame that has a more realistic and often sharper, more defined look, especially when the bump mapping is used. Generally, pixels lighting is implemented using shaders of pixels that can use a number of ways to calculate, how light in the scene hits a particular area of ​​the scene and what color should be the resulting surface. In 3D applications in which the rendering speed is important, such as dynamic animation, it may not be practical to shade pixels because it may require multiple passages through the scene or can simply take too long and prevent acceptable images.

One of the more common forms of lighting on the 3D scene is the use of a method known as per-conretex lighting. This technique takes the peaks of the building- Points where the line of the building meets - and determines what the building's surface should look like in this single place. When all the peaks in the scene have attached lighting information, the rendering uses interpolation or other types of algorithms to estimate the appearance of the object's surface between the peaks. This generally leads to areas relying on the high density of peaks in the object to achieve sharp light effects such as highlighting phong, while shape like a cube with only six peaks

On the other hand, the program can implement pixels lighting. This includes browsing with each of the pixels in the rasterized scene aurization of individual color and lighting for each pixel, regardless of its proximity to the summit. The results are usually sharp, accurate lighting, especially with speculatory effects. A compromise for better image quality is a longer rendering time, because each pixel must be processed with a shader of pixels, although this is not always concerned with 3D modeling and graphics and rendering programs that may not keepVat a particular image.

The dramatic effects of pixels lighting when using them can actually increase the appearance of an object that has a complicated use of impact mapping, and the minute details could be lost by PER-VERTEX lighting. Procedural textures can also benefit from the approach of pixels. In addition, special effects, such as shadow volumes, require pixels lighting, as well as complex lighting, particle systems or even Halos in some cases.

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