任天堂 64 上的调色板照明技巧

  • Main Points: A Nintendo 64 demo for Revision 2025 is presented with baked lighting, normal mapping, and specular shading. The approach involves doing texture-space shading on the CPU for palette textures and using object-space normal mapping. Baked directional ambient and sun light are added with specific vertex color channels. Repeating textures in the castle mesh posed a problem with faceted lighting. Specular shading was approximated. The demo has limitations and a PAL-compatible N64 ROM is available but crashes. There's a 2003 paper with similar "palette shading" technique for the Nvidia RIVA 128. The author is considering writing a book.
  • Key Information:

  • Important Details:

    • Beautiful song by noby with guitar by Moloko (https://soundcloud.com/sou_andrade)
    • Compression examples for normal maps and texture palettes
    • Lighting decomposition and shaded results images
    • Tangent space basis vector visualization for a cube
    • Specular shading approximation with an approximated sphere
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