Realistic, hardware-accelerated shading and lighting

Wolfgang Heidrich*, Hans Peter Seidel

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

187 Scopus citations

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. Copyright ACM 1999.

Original languageEnglish (US)
Title of host publicationProceedings of the 26th Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 1999
PublisherAssociation for Computing Machinery, Inc
Pages171-178
Number of pages8
ISBN (Electronic)0201485605, 9780201485608
DOIs
StatePublished - Jul 1 1999
Externally publishedYes
Event26th Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 1999 - Los Angeles, United States
Duration: Aug 8 1999Aug 13 1999

Publication series

NameProceedings of the 26th Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 1999

Conference

Conference26th Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 1999
Country/TerritoryUnited States
CityLos Angeles
Period08/8/9908/13/99

Keywords

  • Frame buffer techniques
  • Illumination effects
  • Reflectance functions
  • Rendering hardware
  • Shading
  • Texture mapping

ASJC Scopus subject areas

  • Human-Computer Interaction
  • Computer Graphics and Computer-Aided Design

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