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Create Account   Efficient Normal Computations for Terrain
Lighting in DirectX 10  By Jeromy Walsh | Published Jul 30 2013
01:52 PM in Graphics Programming and Theory Peer Reviewed by
(jbadams, TiagoCosta, Josh Vega)  normal terrain lighting dx10
shaders hlsl  In 2005 I spent a good amount of time answering
questions in the “For Beginners” forums of GameDev.net. One
question which I frequently saw was how to compute the vertex
normals required for various diffuse lighting models used in
games. After answering the question three or four times, I aimed
to write an introductory article which would explain the most
commonly used algorithms for computing surface and vertex
normals to date and to compare and contrast their performance
and rendering quality. However, times and technology have
changed.  At the time of my first article, Real-Time Shaders
were just becoming the de-facto standard method for implementing
graphics amongst video game developers, a