Real-time Shading: Hardware Shading Effects
نویسنده
چکیده
In this part of the course we will review some examples of shading algorithms that we might want to implement in a real-time or interactive system. This will help us to identify common approaches for real-time shading systems and to acquire information about feature sets required for this kind of system. The shading algorithms we will look at fall into three categories: realistic materials for local and global illumination, shadow mapping, and finally bump mapping algorithms. 1 Realistic Materials In this section we describe techniques for a variety of different reflection models to the computation of local illumination in hardware-based rendering. Rather than replacing the standard Phong model by another single, fixed model, we seek a method that allows us to utilize a wide variety of different models so that the most appropriate model can be chosen for each application. 1.1 Arbitrary BRDFs for Local Illumination We will first consider the case of local illumination, i.e. light that arrives at objects directly from the light sources. The more complicated case of indirect illumination (i.e. light that bounces around in the environment before hitting the object) will be described in Section 1.3. The fundamental approach for rendering arbitrary materials works as follows. A reflection model in reflection model in computer graphics is typically given in the form of a bidirectional reflectance distribution function (BRDF), which describes the amount of light reflected for each pair of incoming (i.e. light) and outgoing (i.e. viewing) direction. This function can either be represented analytically, in which case it is called a reflection model), or it can be represented in a tabular or sampled form as a four-dimensional array (two dimensions each for the incoming and outgoing direction). The problem with both representations is that they cannot directly be used in hardware rendering: the interesting analytical models are mathematically too complex for hardware implementations, and the tabular form consumes too much memory (a four-dimensional table can easily consume dozens of MB). A different approach has been proposed by Heidrich and Seidel [9]. It turns out that most lighting models in computer graphics can be factored into independent components that only depend on one or two angles. These can then be independently sampled and stored as lowerdimensional tables that consume much less memory. Kautz and McCool [12] described a method for factorizing BRDFs given in tabular form into lower dimensional parts that can be rendered in a similar fashion. As an example for the treatment of analytical models, consider the one by Torrance and Sparrow [29]:
منابع مشابه
Shading Language Overview
Programmable Graphics Processing Units (GPUs) have become widespread. They now support floating-point computations and general programming models. A shading language is a domain-specific programming language for specifying shading computations. In this section of the course notes, we will review several high-level real-time shading languages for programming modern GPUs. These languages have evo...
متن کاملHardware Acceleration of Texture Mapping
We present a hardware design based around scan-line algorithms. The design can perform colour mapping, environment mapping and produce shading effects which include a specular term. We describe the algorithms which are implemented, and the approximations we have made to achieve near real-time performance. 1.
متن کاملIgnoring Hardware Differences
One of the great promises of real-time shading is the potential to have a single shading program that can run across a wide range of graphics hardware. While we don’t yet have a single cross-platform shading language to satisfy everyone, there is ample evidence that it is possible. In this chapter, we discuss what is necessary to create a cross-platform shading language, how shading languages a...
متن کاملReal-Time “Photorealistic” Shading
One of the main techniques used by software renderers to produce stunningly realistic images is programmable shading—executing an arbitrarily complex program to compute the color at each pixel. Thus far, programmable shading has only been available on software rendering systems that run on general-purpose computers. Rendering each image can take from minutes to hours. Parallel rendering engines...
متن کاملA Survey of Shading Models for Real-time Rendering
This article presents a survey of popular shading models used in 3D computer graphics. Each model is discussed on the basis of an hardware-accelerated implementation that runs on typical consumergrade graphics boards. The discussion is focused on interactive realtime applications, where – besides realism – computational costs, scalability, and easily tweakable parameters are important factors. ...
متن کاملReal Time Phong Shading
Nowadays, hardware support for Gouraud shading is state-of-the-art. Most hardware implementations of the Phong shading algorithm lack flexibility, for example are restricted in the number of light sources. In this paper, we will present a concept of shading processors that has been developed in a rendering system called PROOF. Two types of processors have been designed, one performing the norma...
متن کامل