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dc.contributor.authorRomanyuk, Alexanderen
dc.contributor.authorHast, Andersen
dc.contributor.authorLyashenko, Yurien
dc.contributor.authorРоманюк, О. Н.uk
dc.contributor.authorЛяшенко, Ю.uk
dc.date.accessioned2018-11-05T05:39:13Z
dc.date.available2018-11-05T05:39:13Z
dc.date.issued2008
dc.identifier.citationRomanyuk, Alexander Efficient methods for fast shading [Text] / A. Romanyuk, A. Hast, Yu. Lyashenko // Advances in Electrical and Computer Engineering. – 2008. – Vol. 8, № 2. – P. 82-85.en
dc.identifier.urihttp://ir.lib.vntu.edu.ua//handle/123456789/22882
dc.descriptionThe new approach for accelerated diffuse color computation according to the Phong method is proposed for shading 3D objects. The peculiarity of this approach lies in the synchronous hardware determination of two points at the scanline. For this approach the new approximation formula is used for normalization of normal vectors. The adaptive method for shading is efficient, in which two different illumination models are used depending on availability of highlight within the triangle. The increase of performance is possible when determining whether there are highlights within the triangle and then using the illumination model that considers specular color, and in all the other cases using the simple model, which is considerably faster. The method for detecting an actual intersection of the edge by the highlight or its detection within a triangle is proposed. Considering, that highlight on the surface of graphic objects occupies a tiny area the adaptive approach allows an essential increase of performance for shading. Not only problems dealt with adaptive usage of illumination models are highlighted but also the methods for shading. At the same time surface curvature is considered and level of specular and diffuse light.en
dc.description.abstractOn devices without battery consuming and specialized hardware for rendering, it is important to improve the speed and quality so that these methods are suitable for real-time rendering. Furthermore such algorithms are needed on the coming multicore architectures. We show how the methods by Gouraud and Phong, the commonly most used methods for shading, can be improved and made faster for both software rendering as well as simple low energy consuming hardware implementations. Moreover, this paper summarizes the authors’ achievements in increasing shading speed and performance and a Bidirectional Reflectance Distribution Function is simplified for faster computing and hardware implementation.en
dc.language.isoen_USen
dc.publisherStefan cel Mare University of Suceavaro
dc.relation.ispartofAdvances in Electrical and Computer Engineering. Vol. 8, № 2 : 82-85.en
dc.subjectshadingen
dc.subjectfast shadingen
dc.subjectBRDF approximationen
dc.titleEfficient methods for fast shadingen
dc.typeArticle
dc.identifier.udc004.925.3
dc.identifier.doi10.4316/AECE.2008.02015


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Показати скорочену інформацію