DECOUPLING SHADING AND RENDERING: AN ANALYSIS ON OBJECT SPACE SHADING

Author/Creator

Author/Creator ORCID

Department

Computer Science and Electrical Engineering

Program

Computer Science

Citation of Original Publication

Rights

This item may be protected under Title 17 of the U.S. Copyright Law. It is made available by UMBC for non-commercial research and education. For permission to publish or reproduce, please see http://aok.lib.umbc.edu/specoll/repro.php or contact Special Collections at speccoll(at)umbc.edu
Distribution Rights granted to UMBC by the author.

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.