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Real-Time Rendering
Chair: John Hart
, Washington State University
Real-Time Shadows, Reflections, and Transparency using a Z-Buffer/Ray Tracer Hybrid
Merging ray tracing with real-time hidden-surface algorithms such as the z-buffer algorithm offers a smooth transition from interactive display with approximate soft
shadows, reflections, and transparency to full ray tracing with all of its associated effects. This is done by using the ray tracer only for tracing shading rays at the vertices of polygons and using another hidden-surface technique for hidden-surface removal in conjunction with Gouraud interpolation.
Abe Megahed
Hypercosm, Inc.
1212 Fourier Drive
Madison, Wisconsin 53717 USA
abem@hypercosm3d.com
Phong Shading at Gouraud Speed
With a few matrix rotations during polygon setup, Phong's per-pixel renormalization and exponentiation are reduced to linear interpolation and fast multiply for use with real-time software or low-end hardware.
Greg Rivera
Virtus Corporation
Director of Applications
114 MacKenan Drive, Suite 100
Cary, North Carolina 27511 USA
greg.rivera@virtus.com
Quasi-Linear Z-Buffer
A new type of depth buffer with quasi-linear mapping from the eye to screen space. It significantly improves depth resolution and is easy to use with standard 3D
hardware and APIs.
Eugene Lapidous
Trident Microsystems Inc.
189 North Bernardo Avenue
Mountain View, California 94043 USA
lapidous@acm.org
Occlusion Culling with Optimized Hierarchical
Z-Buffering
Z-buffer hardware can be greatly accelerated by adding a conservative culling stage that employs an
optimized variation of hierarchical z-buffering to cull occluded
geometry.
Ned Greene
Ned Greene Consulting
140 Russell Avenue
Portola Valley, California 94028 USA
ned@ngreene.com
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