Faster Phong shading:
Gespeichert in:
Beteiligte Personen: | , , |
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Format: | Buch |
Sprache: | Englisch |
Veröffentlicht: |
Amsterdam
1992
|
Schriftenreihe: | Centrum voor Wiskunde en Informatica <Amsterdam> / Department of Computer Science: Report CS
92,28 |
Schlagwörter: | |
Abstract: | Abstract: "Phong shading is a very well known shading algorithm for producing realistic images. Real-time Phong shading has on the whole remained too expensive for hardware implementations, either because of excessive computational complexity or because of large storage requirements. The algorithm presented here is designed to produce Phong shaded pixels with the smallest incremental cost using the least storage possible. Its incremental pixel cost is 5 additions with 3 registers to store and accumulate forward differences. This method is well suited to fast hardware implementations but, because of its accuracy and extensibility, it is also an attractive software solution A quadratic expression based on angular interpolation for Phong shading is derived which involves neither further approximations beyond those implicit in the Phong model for vector interpolation nor table lookup for exponent evaluation. These benefits are paid for by increased polygon and scanline preprocessing compared to earlier methods. The method can deal with the case where the viewer and light source are inside the scene, that is, when the light or viewer direction varies over the shaded surface. Extensions deal with pixel integration anti-aliasing and these require cubic rather than quadratic interpolation. The paper contains a detailed analysis of the costs and benefits of the new method and previous methods of optimizing or approximating the Phong shading algorithm. |
Umfang: | 16 S. |
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100 | 1 | |a Blake, E. H. |e Verfasser |4 aut | |
245 | 1 | 0 | |a Faster Phong shading |c E. H. Blake ; V. C. J. Disselkoen ; A. A. M. Kuijk |
264 | 1 | |a Amsterdam |c 1992 | |
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490 | 1 | |a Centrum voor Wiskunde en Informatica <Amsterdam> / Department of Computer Science: Report CS |v 92,28 | |
520 | 3 | |a Abstract: "Phong shading is a very well known shading algorithm for producing realistic images. Real-time Phong shading has on the whole remained too expensive for hardware implementations, either because of excessive computational complexity or because of large storage requirements. The algorithm presented here is designed to produce Phong shaded pixels with the smallest incremental cost using the least storage possible. Its incremental pixel cost is 5 additions with 3 registers to store and accumulate forward differences. This method is well suited to fast hardware implementations but, because of its accuracy and extensibility, it is also an attractive software solution | |
520 | 3 | |a A quadratic expression based on angular interpolation for Phong shading is derived which involves neither further approximations beyond those implicit in the Phong model for vector interpolation nor table lookup for exponent evaluation. These benefits are paid for by increased polygon and scanline preprocessing compared to earlier methods. The method can deal with the case where the viewer and light source are inside the scene, that is, when the light or viewer direction varies over the shaded surface. Extensions deal with pixel integration anti-aliasing and these require cubic rather than quadratic interpolation. The paper contains a detailed analysis of the costs and benefits of the new method and previous methods of optimizing or approximating the Phong shading algorithm. | |
650 | 4 | |a Computer graphics | |
700 | 1 | |a Disselkoen, Vincent C. |e Verfasser |4 aut | |
700 | 1 | |a Kuijk, Alphonsus A. M. |e Verfasser |4 aut | |
810 | 2 | |a Department of Computer Science: Report CS |t Centrum voor Wiskunde en Informatica <Amsterdam> |v 92,28 |w (DE-604)BV008928356 |9 92,28 | |
943 | 1 | |a oai:aleph.bib-bvb.de:BVB01-005960891 |
Datensatz im Suchindex
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any_adam_object | |
author | Blake, E. H. Disselkoen, Vincent C. Kuijk, Alphonsus A. M. |
author_facet | Blake, E. H. Disselkoen, Vincent C. Kuijk, Alphonsus A. M. |
author_role | aut aut aut |
author_sort | Blake, E. H. |
author_variant | e h b eh ehb v c d vc vcd a a m k aam aamk |
building | Verbundindex |
bvnumber | BV009015236 |
ctrlnum | (OCoLC)27824590 (DE-599)BVBBV009015236 |
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id | DE-604.BV009015236 |
illustrated | Not Illustrated |
indexdate | 2024-12-20T09:30:31Z |
institution | BVB |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-005960891 |
oclc_num | 27824590 |
open_access_boolean | |
owner | DE-29T |
owner_facet | DE-29T |
physical | 16 S. |
publishDate | 1992 |
publishDateSearch | 1992 |
publishDateSort | 1992 |
record_format | marc |
series2 | Centrum voor Wiskunde en Informatica <Amsterdam> / Department of Computer Science: Report CS |
spelling | Blake, E. H. Verfasser aut Faster Phong shading E. H. Blake ; V. C. J. Disselkoen ; A. A. M. Kuijk Amsterdam 1992 16 S. txt rdacontent n rdamedia nc rdacarrier Centrum voor Wiskunde en Informatica <Amsterdam> / Department of Computer Science: Report CS 92,28 Abstract: "Phong shading is a very well known shading algorithm for producing realistic images. Real-time Phong shading has on the whole remained too expensive for hardware implementations, either because of excessive computational complexity or because of large storage requirements. The algorithm presented here is designed to produce Phong shaded pixels with the smallest incremental cost using the least storage possible. Its incremental pixel cost is 5 additions with 3 registers to store and accumulate forward differences. This method is well suited to fast hardware implementations but, because of its accuracy and extensibility, it is also an attractive software solution A quadratic expression based on angular interpolation for Phong shading is derived which involves neither further approximations beyond those implicit in the Phong model for vector interpolation nor table lookup for exponent evaluation. These benefits are paid for by increased polygon and scanline preprocessing compared to earlier methods. The method can deal with the case where the viewer and light source are inside the scene, that is, when the light or viewer direction varies over the shaded surface. Extensions deal with pixel integration anti-aliasing and these require cubic rather than quadratic interpolation. The paper contains a detailed analysis of the costs and benefits of the new method and previous methods of optimizing or approximating the Phong shading algorithm. Computer graphics Disselkoen, Vincent C. Verfasser aut Kuijk, Alphonsus A. M. Verfasser aut Department of Computer Science: Report CS Centrum voor Wiskunde en Informatica <Amsterdam> 92,28 (DE-604)BV008928356 92,28 |
spellingShingle | Blake, E. H. Disselkoen, Vincent C. Kuijk, Alphonsus A. M. Faster Phong shading Computer graphics |
title | Faster Phong shading |
title_auth | Faster Phong shading |
title_exact_search | Faster Phong shading |
title_full | Faster Phong shading E. H. Blake ; V. C. J. Disselkoen ; A. A. M. Kuijk |
title_fullStr | Faster Phong shading E. H. Blake ; V. C. J. Disselkoen ; A. A. M. Kuijk |
title_full_unstemmed | Faster Phong shading E. H. Blake ; V. C. J. Disselkoen ; A. A. M. Kuijk |
title_short | Faster Phong shading |
title_sort | faster phong shading |
topic | Computer graphics |
topic_facet | Computer graphics |
volume_link | (DE-604)BV008928356 |
work_keys_str_mv | AT blakeeh fasterphongshading AT disselkoenvincentc fasterphongshading AT kuijkalphonsusam fasterphongshading |