A deferred shading pipeline for real-time indirect illumination.
SIGGRAPH '10: Special Interest Group on Computer Graphics and Interactive Techniques Conference Los Angeles California July, 2010(2010)
摘要
Computing indirect lighting in video games simultaneously improves gameplay and scene realism. However, the context of 3D video games brings very restrictive constraints: (1) the computation should be very fast (less than 10 ms) and --most importantly-- with a constant cost, i.e. independent of both the geometric and lighting complexity of the scene; (2) the indirect illumination algorithm should work seamlessly on dynamic scenes, with any source of direct illumination --not only point light sources-- and easily take place into a game engine pipeline; and (3) the computed result may be approximate but must be artifact-free and temporally coherent.
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关键词
deferred shading pipeline,real-time
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