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
Shadow algorithms for computer graphics
SIGGRAPH '77 Proceedings of the 4th annual conference on Computer graphics and interactive techniques
Casting curved shadows on curved surfaces
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I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
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This paper introduces a home design system with its great functions and framework design, including the scene management based on the Cell&Portal system, improved variance shadow mapping and the recently popular real-time rendering framework called deferred lighting. In the implementation details, we put in some useful improvements, such as compressing the Geometry Buffer and Lighting Buffer to decrease the video memory and bandwidth occupation with which the multi-render-target limitation has been dislodged, using the light volume stencil culling which is similar to the shadow volume algorithm to identify the lit pixels and modifying the physically correct shading model based on Fresnel term to adapt to the deferred lighting framework.