With shader lamps, we can achieve
view-independent shading such as diffuse colors and textures.
If the user location is known, we can also achieve view-dependent effects such as specular
highlights.
With sufficient computational resources, almost any BRDF for a surface can be simulated.
In the video we demonstrate how we can make a simple clay vase look like it is made up of
plastic or metal. |
We have used two projectors that are
calibrated with respect to the 3D geometry of the vase.
The rendering process for specular highlights is different from traditional methods.
Here, the center of projection specified by the projection matrix is different that the
eye-location
of the viewer use for ligting calculations. Although this is not supported by current
real-time rendering APIs,
we describe a simple technique to achieve this seperation. The viewer location is provided
by an optical tracking system. |