Comprehensible rendering of 3-D shapes
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
PixelFlow: high-speed rendering using image composition
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
The triangle processor and normal vector shader: a VLSI system for high performance graphics
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Multi-fragment effects on the GPU using the k-buffer
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Non-interleaved deferred shading of interleaved sample patterns
GH '06 Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
ACM SIGGRAPH 2008 Games
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Subpixel reconstruction antialiasing for deferred shading
I3D '11 Symposium on Interactive 3D Graphics and Games
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This paper presents a three phase pipeline for real-time rendering that provides fast dynamic light calculations while enabling greater material flexibility than deferred shading. This method, called inferred lighting, allows lighting calculations to occur at a significantly lower resolution than the final output and is compatible with hardware multisample antialiasing (MSAA). In addition, inferred lighting introduces a novel method of computing lighting and shadows for translucent objects (alpha polygons) that unifies the pipeline for processing lit alpha polygons with that of opaque polygons. The key to our method is a discontinuity sensitive filtering algorithm that enables material shaders to "infer" their lighting values from a light buffer sampled at a different resolution. This paper also discusses specific implementation issues of inferred lighting on DirectX 10, Xbox 360, and PlayStation 3 hardware.