Real-time Lighting Effects using Deferred Shading - Creating a system for real-time rendering without relying on pre-computation
by Ferko, Michal
VAT included - FREE Shipping
Do you like this product? Spread the word!
£39.99 incl. VAT
Only 1 items available Only 1 items available
In this book we present a real-time rendering system that displays realistic images at interactive frame rates on OpenGL 3 capable hardware while utilizing the power of the GPU. Our system does not rely on any kind of pre-computation and can display fully-dynamic scenes with animated lights and objects. The core of our system is a Deferred Shading pipeline, a typical pipeline used by modern video games. Our system performs HDR rendering and allows various tone-mapping operators to enhance the visual quality of output images. We also allow lights to cast shadows, which is done with the help of Shadow Mapping. Since Deferred Shading does not directly support rendering of transparent objects, we use the Stencil Routed A-Buffer for rendering of transparent objects. The system is open for extension and thanks to increasing GPU speeds is a viable option for real-time display.
LAP Lambert Academic Publishing
Michal Ferko is a PhD. student at the Faculty of Mathematics, Physics and Informatics, Comenius University, Bratislava, Slovakia. His main research topic is Real-time Rendering with focus on Deferred Shading and Real-time Global Illumination.
Number of Pages:
24 November 2012
0.22 x 0.15 x 0.006 m; 0.195 kg