- 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:
- Demo details: https://2025.revision-party.net/, https://bsky.app/profile/pekkavaa.bsky.social/post/3lnnwax4vxk2v, https://www.youtube.com/embed/v3wYV6gxJII
- Shading techniques: Texture-space shading on CPU, object-space normal mapping, baked lighting, specular shading approximation
- Limitations: Shading discontinuities, only greyscale textures supported, no point lights
- Paper reference: Real Time, Accurate, Multi-Featured Rendering of Bump Mapped Surfaces (PDF)
- Book offer: https://30fps.net/book
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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