Real-time Lighting Effects using Deferred Shading
نویسندگان
چکیده
Rendering realistic objects at interactive frame rates is a necessary goal for many of today’s applications, especially computer games. However, most rendering engines used in these games induce certain limitations regarding moving of objects or the amount of lights used. We present a rendering system that helps overcome these limitations while the system is still able to render complex scenes at 60 FPS. Our system uses Deferred Shading with Shadow Mapping for a more efficient way to synthesize lighting coupled with Screen-Space Ambient Occlusion to finetune the final shading. We also provide a way to render transparent objects efficiently without encumbering the CPU.
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تاریخ انتشار 2012