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Conference Paper

Realistic, Hardware-accelerated Shading and Lighting

MPS-Authors
http://pubman.mpdl.mpg.de/cone/persons/resource/persons44602

Heidrich,  Wolfgang
Computer Graphics, MPI for Informatics, Max Planck Society;

http://pubman.mpdl.mpg.de/cone/persons/resource/persons45449

Seidel,  Hans-Peter
Computer Graphics, MPI for Informatics, Max Planck Society;

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Citation

Heidrich, W., & Seidel, H.-P. (1999). Realistic, Hardware-accelerated Shading and Lighting. In A. Rockwood (Ed.), Computer Graphics (SIGGRAPH-99): Conference proceedings (pp. 171-178). New York, USA: ACM.


Cite as: http://hdl.handle.net/11858/00-001M-0000-000F-36D8-F
Abstract
With fast 3D graphics becoming more and more available even on low end platforms, the focus in hardware-accelerated rendering is beginning to shift towards higher quality rendering and additional functionality instead of simply higher performance implementations based on the traditional graphics pipeline. In this paper we present techniques for realistic shading and lighting using computer graphics hardware. In particular, we discuss multipass methods for high quality local illumination using physically-based reflection models, as well as techniques for the interactive visualization of non-diffuse global illumination solutions. These results are then combined with normal mapping for increasing the visual complexity of rendered images. Although the techniques presented in this paper work at interactive frame rates on contemporary graphics hardware, we also discuss some modifications of the rendering pipeline that help to further improve both performance and quality of the proposed methods.