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Conference Paper

Realistic, Hardware-accelerated Shading and Lighting

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

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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, NY: ACM.


Cite as: https://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.