Real-time Lighting Effects using Deferred Shading
Michal Ferko
Broschiertes Buch

Real-time Lighting Effects using Deferred Shading

Creating a system for real-time rendering without relying on pre-computation

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In this book we present a real-time rendering system that displays realistic images at interactive frame rates on OpenGL 3 capable hardware while utilizing the power of the GPU. Our system does not rely on any kind of pre-computation and can display fully-dynamic scenes with animated lights and objects. The core of our system is a Deferred Shading pipeline, a typical pipeline used by modern video games. Our system performs HDR rendering and allows various tone-mapping operators to enhance the visual quality of output images. We also allow lights to cast shadows, which is done with the help of ...