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13.5. Further Information

The SIGGRAPH 2002 course notes contained the article Production-Ready Global Illumination, by Hayden Landis. This document describes ambient environments, reflection occlusion, and ambient occlusion and explains how they are used in the ILM computer graphics production environment. The article Ambient Occlusion, by Matt Pharr and Simon Green, provides further details about the preprocessing step and gives example shaders written in Cg. The GPU Gems 2 book contains an article by Michael Bunnell that describes efforts to compute occlusion factors in real time.

Frank Crow pioneered the development of shadow algorithms for computer graphics. Mark Segal and others described the basics of using texture mapping hardware to generate shadows in a 1992 SIGGRAPH paper. Randima Fernando and Mark Kilgard discuss a Cg implementation of these techniques in the book The Cg Tutorial. Eric Haines wrote a survey of real-time shadow algorithms and presented this information at GDC in 2001. Some of this material is also in the book Real-Time Rendering by Akenine-Möller and Haines.

Deferred shading has recently been a hot topic in computer games development. In the book GPU Gems 2, Oles Shishkovtsov discusses how this approach was used for the computer game S.T.A.L.K.E.R. His article also mentions presentations from the 2004 Game Developer's Conference.

  1. Akenine-Möller, Tomas, and E. Haines, Real-Time Rendering, Second Edition, AK Peters, Ltd., Natick, Massachusetts, 2002. http://www.realtimerendering.com

  2. Bunnell, Michael, Dynamic Ambient Occlusion and Indirect Lighting, in GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation, Editor: Matt Pharr, Addison-Wesley, Reading, Massachusetts, 2005. http://download.nvidia.com/developer/GPU_Gems_2/GPU_Gems2_ch14.pdf

  3. Bunnell, Michael, and Fabio Pellacini, Shadow Map Antialiasing, in GPU Gems: Programming Techniques, Tips, and Tricks for Real-Time Graphics, Editor: Randima Fernando, Addison-Wesley, Reading, Massachusetts, 2004. http://developer.nvidia.com/object/gpu_gems_home.html

  4. Crow, Franklin C., Shadow Algorithms for Computer Graphics, Computer Graphics (SIGGRAPH '77 Proceedings), vol. 11, no. 2, pp. 242248, July 1977.

  5. Fernando, Randima, and Mark J. Kilgard, The Cg Tutorial: The Definitive Guide to Programmable Real-Time Graphics, Addison-Wesley, Boston, Massachusetts, 2003.

  6. Haines, Eric, Real-Time Shadows, GDC 2001 Presentation. http://www.gdconf.com/archives/2001/haines.pdf

  7. Landis, Hayden, Production-Ready Global Illumination, SIGGRAPH 2002 Course Notes, course 16, RenderMan In Production. http://www.debevec.org/HDRI2004/landis-S2002-course16-prodreadyGI.pdf

  8. Pharr, Matt and Simon Green, Ambient Occlusion, in GPU Gems: Programming Techniques, Tips, and Tricks for Real-Time Graphics, Editor: Randima Fernando, Addison-Wesley, Reading, Massachusetts, 2004. http://developer.nvidia.com/object/gpu_gems_home.html

  9. Reeves, William T., David H. Salesin, and Robert L. Cook, Rendering Antialiased Shadows with Depth Maps, Computer Graphics (SIGGRAPH '87 Proceedings), vol. 21, no. 4, pp. 283291, July 1987.

  10. Segal, Mark, C. Korobkin, R. van Widenfelt, J. Foran, and P. Haeberli, Fast Shadows and Lighting Effects Using Texture Mapping, Computer Graphics (SIGGRAPH '92 Proceedings), vol. 26, no. 2, pp. 249252, July 1992.

  11. Shishkovtsov, Oles, Deferred Shading in S.T.A.L.K.E.R., in GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation, Editor: Matt Pharr, Addison-Wesley, Reading, Massachusetts, 2005. http://developer.nvidia.com/object/gpu_gems_2_home.html

  12. Woo, Andrew, P. Poulin, and A. Fournier, A Survey of Shadow Algorithms, IEEE Computer Graphics and Applications, vol. 10, no. 6, pp.1332, November 1990.

  13. Zhukov, Sergei, A. Iones, G. Kronin, An Ambient Light Illumination Model, Proceedings of Eurographics Rendering Workshop '98.


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