2004
DOI: 10.1111/j.1467-8659.2004.00007.x
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Hardware Lighting and Shading: a Survey

Abstract: Traditionally, hardware rasterizers only support the Phong lighting model in combination with Gouraud shading using point light sources. However, the Phong lighting model is strictly empirical and physically implausible. Gouraud shading also tends to undersample the highlight unless a highly tesselated surface is used. Hence, higherquality hardware accelerated lighting and shading has gained much interest in the recent five years. The research on hardware lighting and shading is two-fold. On the one hand, bett… Show more

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Cited by 9 publications
(6 citation statements)
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References 81 publications
(210 reference statements)
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“…The light vector of a pixel at in the view-plane is computed by the following equation: (25) where is the position of the point source, and is the physical coordinate of surface point associated with pixel . To model the distance fall-off effect of a point source, we can multiply an attenuation factor that is related to the distance between and , given by (26) where is a user defined parameter.…”
Section: B Point Light Sourcementioning
confidence: 99%
See 1 more Smart Citation
“…The light vector of a pixel at in the view-plane is computed by the following equation: (25) where is the position of the point source, and is the physical coordinate of surface point associated with pixel . To model the distance fall-off effect of a point source, we can multiply an attenuation factor that is related to the distance between and , given by (26) where is a user defined parameter.…”
Section: B Point Light Sourcementioning
confidence: 99%
“…Another way to represent the behavior of illumination is the SH approach [2], [25]. It has been widely used for representing various spherical illumination properties, such as bidirectional reflection distribution function (BRDF) [13], [26]- [28], distant environment [26], and precomputed radiance transfer (PRT) [14].…”
Section: B Relightingmentioning
confidence: 99%
“…Especially in computer games, its highly elaborate art pipeline builds upon the triangle mesh, which usually does not have stored neighbourhood information. Several techniques have been leveraged for processing on programmable graphics hardware recently [3,4].…”
Section: Introductionmentioning
confidence: 99%
“…The shading computations may be accelerated by graphics hardware. 86 In addition, the shading model can be used with volumetric shadows to capture chromatic attenuation for simulating translucent rendering, 87 and can be combined with clipped volumes to increase the visual cues.…”
Section: Volume Illumination and Illustrationmentioning
confidence: 99%