Today graphics accelerators are rapidly becoming programmable. This allows to
write custom shading algorithms which evaluate a shading equation per-pixel in
real-time. In this paper we outline the main features of the used graphics
hardware, then we describe the techniques to achieve high-quality local
illumination using Phong shading. Additionaly we integrate bump mapping as a
technique for simulating the effect of light reflecting from small surface
perturbations to enhance the realism without increasing the geometric
complexity.
KEYWORDS: Per-Pixel Lighting, Phong
Shading, Bump Mapping, GeForce3