Real-time Lighting Effects using Deferred Shading

نویسندگان

  • Michal Ferko
  • Michal Valient
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.

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

منابع مشابه

Pixel History Linear Models for Real-Time Temporal Filtering

We propose a new real-time temporal filtering and antialiasing (AA) method for rasterization graphics pipelines. Our method is based on Pixel History Linear Models (PHLM), a new concept for modeling the history of pixel shading values over time using linear models. Based on PHLM, our method can predict per-pixel variations of the shading function between consecutive frames. This combines tempor...

متن کامل

A Fast Deferred Shading Pipeline for Real Time Approximate Indirect Illumination

In this paper, we present a deferred shading algorithm for computing iapproximate screen-space multi-bounce indirect illumination with visibility, in real time. For each frame, we compute mipmapped G-Buffers of depth, normals, illumination and voxelized geometry. To each mipmap level we apply a single shader that gathers screen-space illumination using local Monte-Carlo integration. We upsample...

متن کامل

Index rendering: hardware-efficient architecture for 3-D graphics in multimedia system

Real-time three-dimensional (3-D) graphics emerges rapidly in multimedia applications, but it suffers from requirements for huge computation, high bandwidth, and large buffer. In order to achieve hardware efficiency for 3-D graphics rendering, we propose a novel approach named index rendering. The basic concept of index rendering is to realize 3-D rendering pipeline by using asynchronous multi-...

متن کامل

Real-Time Ray-Casting and Advanced Shading of Discrete Isosurfaces

This paper presents a real-time rendering pipeline for implicit surfaces defined by a regular volumetric grid of samples. We use a ray-casting approach on current graphics hardware to perform a direct rendering of the isosurface. A two-level hierarchical representation of the regular grid is employed to allow object-order and image-order empty space skipping and circumvent memory limitations of...

متن کامل

Hierarchical Screen-Space Indirect Illumination for Video Games

Indirect lighting accounts for subtle but essential effects in virtual scenes, and plays a great role in our perception of geometry. It is especially wanted in video games, on fully dynamic scenes, where it greatly enhances the perceived realism. In this paper, we present a screen-space hierarchical algorithm for computing indirect lighting for animated scenes. Our algorithm is fully compatible...

متن کامل

ذخیره در منابع من


  با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

عنوان ژورنال:

دوره   شماره 

صفحات  -

تاریخ انتشار 2012