IMAGE PROCESSING METHODS
A. V. Maltsev Methods for Real&Time Distributed Imitation of Indirect Shading in Virtual Environment on GPU
PATTERN RECOGNITION
MATHEMATICAL MODELING
A. V. Maltsev Methods for Real&Time Distributed Imitation of Indirect Shading in Virtual Environment on GPU

Abstract.

The paper presents methods and algorithms for distributed imitation of indirect shading of three-dimensional virtual scenes’ objects illuminated by diffused light, based on ambient occlusion technology. Using high performance parallel computing on modern graphics processors provides realtime visualization of virtual environment with such shading simulation.

Keywords:

virtual object, visualization, ambient lighting, shading, graphics processor, shaders, real time.

PP. 16-24.

DOI 10.14357/20718632190302

References

1. Jensen H.W. Global illumination using photon maps // In Proceedings of the 7th Eurographics Workshop on Rendering. 1996. pp. 21-30.
2. McGuire M., Luebke D. Hardware-accelerated global illumination by image space photon mapping // ACM SIGGRAPH/EuroGraphics High Performance Graphics. 2009. pp. 77-89.
3. Keller A. Instant radiosity // Proc. SIGGRAPH. 31 (3). 1997. pp. 49-56.
4. Sanjurjo J.R., Amor M., Boo M., Doallo R., Casares J. Optimizing Monte Carlo radiosity on graphics hardware // The Journal of Supercomputing. 2011. vol. 58, issue 2. pp. 177-185.
5. Mittring M. Finding Next Gen – CryEngine 2. SIGGRAPH Advanced Real-Time Rendering in 3D Graphics and Games course. 2007. Available at: http://developer.amd.com/wordpress/media/2012/10/Chapter8-Mittring-Finding_NextGen_CryEngine2.pdf (accessed June 27, 2019)
6. Deferred shading. Available at: https://en.wikipedia.org/wiki/Deferred_shading (accessed June 27, 2019)
7. Framebuffer object. Available at: https://en.wikipedia.org/wiki/Framebuffer_object (accessed June 27, 2019)
 

2024 / 01
2023 / 04
2023 / 03
2023 / 02

© ФИЦ ИУ РАН 2008-2018. Создание сайта "РосИнтернет технологии".