Essays about: "deferred shading"

Found 5 essays containing the words deferred shading.

  1. 1. Multi Sub-Pass & Multi Render-Target Shading In Vulkan : Performance Based Comparison In Real-time

    University essay from Blekinge Tekniska Högskola/Institutionen för datavetenskap

    Author : Alexander Danliden; Steven Cederrand; [2020]
    Keywords : Vulkan; Sub-pass; render-target; Deferred; Shading;

    Abstract : Background. Games today are becoming more complex in computational andgraphical areas. Companies today want to develop games with state of the artgraphics while also having complicated and complex game logic. The vast majorityof users rarely meet the computer requirements. READ MORE

  2. 2. Real-Time Rendering of Volumetric Clouds

    University essay from Lunds universitet/Institutionen för datavetenskap

    Author : Rikard Olajos; [2016]
    Keywords : Clouds; Real-time rendering; Volumetric ray marching; Cellular noise; Deferred shading; Technology and Engineering;

    Abstract : Rendering volumetric clouds is a compute-intensive process which makes it difficult to use in real-time applications. At the same time, the need for volumetric clouds is evident as game developers look for new places to increase the realism of their games. READ MORE

  3. 3. Hybrid Ray-Traced Reflections in Real-Time : in OpenGL 4.3

    University essay from Blekinge Tekniska Högskola/Institutionen för kreativa teknologier

    Author : Mattias Frid Kastrati; [2015]
    Keywords : rasterized ray-tracing; deferred shading; dynamic scenes; selective hybrid method;

    Abstract : Context. Reaching photo realistic results when rendering 3D graphics in real-time is a hard computational task. Ray-tracing gives results close to this but is too expensive to be run at real-time frame rates. READ MORE

  4. 4. Rally Sport Racing Game: CodeName Space Racer - An evaluation of techniques used when developing a marketable 3D game

    University essay from Göteborgs universitet/Institutionen för data- och informationsteknik

    Author : Maria Lemón; Gustav Örnvall; Daniel Axelsson; Ludvig Gjälby; Joakim Råman; Markus Pettersson; Sebastian Almlöf; [2012-08-09]
    Keywords : ;

    Abstract : In this thesis, various modern game programming and modeling techniques are presented, with a focus on algorithms for graphical effects. A few of those techniques have then been selected and implemented in a graphics-intensive racing game set in an open space environment. The game is developed from the ground up in C# with the XNA 4.0 framework. READ MORE

  5. 5. Illumination for Real-Time Rendering of Large Architectural Environments

    University essay from Institutionen för systemteknik

    Author : Markus Fahlén; [2006]
    Keywords : illumination; real-time rendering; large architectural environments; affordable graphics hardware;

    Abstract : This thesis explores efficient techniques for high quality real-time rendering of large architectural environments using affordable graphics hardware, as applied to illumination, including window reflections, shadows, and "bump mapping". For each of these fields, the thesis investigates existing methods and intends to provide adequate solutions. READ MORE