Shaders for computer games
Today’s graphic cards with their increasingly powerful Graphic Processing Units (GPUs) continue to exert dominance over the CPU in field of high speed rendering. In retrospect, these hardware advances paved the way for a broad new range of algorithms adapted to running on the GPU to maximize efficie...
Saved in:
Main Author: | |
---|---|
Other Authors: | |
Format: | Final Year Project |
Language: | English |
Published: |
2009
|
Subjects: | |
Online Access: | http://hdl.handle.net/10356/19284 |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
Institution: | Nanyang Technological University |
Language: | English |
Summary: | Today’s graphic cards with their increasingly powerful Graphic Processing Units (GPUs) continue to exert dominance over the CPU in field of high speed rendering. In retrospect, these hardware advances paved the way for a broad new range of algorithms adapted to running on the GPU to maximize efficiency.
As researchers and enthusiasts experiment with innovative ideas in their quest for
fast visual realism, a technique known as Deferred Shading that postpones lighting
to a later stage has risen in popularity. The hype over the PC Game Crysis’
graphical effects led to scrutiny on certain features of which a unique solution to
the slow running ambient occlusion algorithm was to shine and attract numerous
followers.
In this project, a study and implementation of the deferred shading technique was
accomplished. To complement the project, a special effect called Screen Space
Ambient Occlusion was demonstrated based on the nature of deferred shading.
Finally, this report ends with a conclusion welcoming the above mentioned
techniques and suggests researching new and upcoming ideas that may have the
potential to replace the current methods. |
---|