ABSTRACT

Components of real-time shaders can be view-dependent or view-independent.When the view of the object changes, the independent components of its shading remain constant. When the object and its lighting remain fixed, its diffuse reflection is view-independent whereas its specular reflection is view-dependent. Texturing, when used to represent the color variation of a homogeneous material, is view-independent. The surface normals of an object are view independent. Diffuse bump mapping is view-independent for fixed lighting, but specular bump mapping is view-dependent.