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...

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Main Author: Phua, Nicholas Weiyou.
Other Authors: Seah Hock Soon
Format: Final Year Project
Language:English
Published: 2009
Subjects:
Online Access:http://hdl.handle.net/10356/19284
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Institution: Nanyang Technological University
Language: English
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spelling sg-ntu-dr.10356-192842023-03-03T20:30:58Z Shaders for computer games Phua, Nicholas Weiyou. Seah Hock Soon School of Computer Engineering DRNTU::Engineering::Computer science and engineering::Computing methodologies::Computer graphics 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. Bachelor of Engineering (Computer Science) 2009-11-16T08:03:03Z 2009-11-16T08:03:03Z 2009 2009 Final Year Project (FYP) http://hdl.handle.net/10356/19284 en Nanyang Technological University 39 p. application/pdf
institution Nanyang Technological University
building NTU Library
continent Asia
country Singapore
Singapore
content_provider NTU Library
collection DR-NTU
language English
topic DRNTU::Engineering::Computer science and engineering::Computing methodologies::Computer graphics
spellingShingle DRNTU::Engineering::Computer science and engineering::Computing methodologies::Computer graphics
Phua, Nicholas Weiyou.
Shaders for computer games
description 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.
author2 Seah Hock Soon
author_facet Seah Hock Soon
Phua, Nicholas Weiyou.
format Final Year Project
author Phua, Nicholas Weiyou.
author_sort Phua, Nicholas Weiyou.
title Shaders for computer games
title_short Shaders for computer games
title_full Shaders for computer games
title_fullStr Shaders for computer games
title_full_unstemmed Shaders for computer games
title_sort shaders for computer games
publishDate 2009
url http://hdl.handle.net/10356/19284
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