DECOUPLING SHADING AND RENDERING: AN ANALYSIS ON OBJECT SPACE SHADING
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Computer Science and Electrical Engineering
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Computer Science
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Abstract
There is an ever increasing demand for games and real-time graphics applicationto be more realistic and provide better visual fidelity. One major difference
between movie graphics and game graphics is how much time each can devote to a
single frame. Movies can use multiple computers and minutes, hours or even days
per frame, while real-time applications need to render a frame within
milliseconds on a single machine. This project investigates decoupled rendering;
a technique that would allow real-time applications to shade surfaces
independently of when they are rendered, therefore allowing more time per
surface for shading computations. We decouple shading from rendering rate
through the use of Object Space Shading. In addition to that, we explore some
benefits object space shading can provide in comparison to forward and deferred
rendering.
