Add specular lighting
Nobody has claimed this yet.
- Dominant language
- TypeScript
- Stars
- 3
- Forks
- 0
- PR merge metrics
- No merged PRs in 30d
Description
Specular lighting is an additional lighting component calculated at each vertex that represents how a material may appear brighter or more reflective when the incident angle of the light points it more directly at the camera. It is calculated based on the half-vector between the vectors between the vertex and the light source, and vertex and the camera, respectively.
Not all materials have specular highlights. Highly diffuse materials (think concrete, most cloth, rough wood) do not reflect light coherently enough for specular reflection. Metal, polished wood, ceramic, and other "shiny" materials do.
Contributor guide
No contributing guide indexed for this repository
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
The issue describes specular lighting and the half-vector but names no files, tests, or entry points. Start by locating the engine's lighting and rendering code, then determine the required material and vertex-lighting behavior and add coverage that demonstrates specular highlights for suitable materials.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- typescript
- Domain
- computer-graphics
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100