The Community for Technology Leaders
RSS Icon
Issue No.01 - January/February (2006 vol.26)
pp: 76-87
Eric Haines , Autodesk
The past decade has seen major improvements?in both speed and quality?in the area of interactive rendering. The focus of this article is on the evolution of the consumer-level personal graphics processor, since this is now the standard platform for most researchers developing new algorithms in the field. Instead of a survey approach covering all topics, this article covers the basics and then provides a tour of some parts the field. The goals are a firm understanding of what newer graphics processors provide and a sense of how different algorithms are developed in response to these capabilities.
graphics processors, GPU, interactive, real time, shading, texturing
Eric Haines, "An Introductory Tour of Interactive Rendering", IEEE Computer Graphics and Applications, vol.26, no. 1, pp. 76-87, January/February 2006, doi:10.1109/MCG.2006.9
1. N. Duca, "A Relational Debugging Engine for the Graphics Pipeline," ACM Trans. Graphics, vol. 24, no. 3, 2005, pp. 453-463.
2. T. Hudon, Timeline: 3DFX Revisited, 2003; http://www.aceshardware.comread.jsp?id=60000292 .
3. C. Maughan, "Texture Masking for Faster Lens Flare," M. DeLoura, ed., Game Programming Gems 2, Charles River Media, 2001, pp. 474-480.
4. J. Lengyel et al., "Real-Time Fur over Arbitrary Surfaces," Proc. Symp. Interactive 3D Graphics, 2001, pp. 227-232; .
5. S. Woop, J. Schmittler, and P. Slusallek, "RPU: A Programmable Ray Processing Unit for Realtime Ray Tracing," ACM Trans. Graphics, vol. 24, no. 3, 2005, pp. 434-444.
6. J.-M. Hasenfratz, "A Survey of Real-Time Soft Shadows Algorithms," Computer Graphics Forum, vol. 22, no. 4, 2003, pp. 753-774.
7. P.-P. Sloan, J. Kautz, and J. Snyder, "Precomputed Radiance Transfer for Real-Time Rendering in Dynamic, Low-Frequency Lighting Environments," ACM Trans. Graphics, vol. 21, no. 3, 2002, pp. 527-536.
8. R. Ramamoorthi and P. Hanrahan, "An Efficient Representation for Irradiance Environment Maps," Proc. Siggraph, ACM Press, 2001, pp. 497-500.
9. C. Oat, "Irradiance Volumes for Games," Proc. Game Developers Conf. ; pdf/p227-lengyel.pdf developer/gdcGDC2005_PracticalPRT.pdf.
10. G. McTaggart, "Half-Life 2/Valve Source Shading," Proc. Game Developers Conf., 2004; .
11. T. Kaneko et al., "Detailed Shape Representation with Parallax Mapping," Proc. 11th Int'l Conf. Artificial Reality and Telexistence (ICAT), 2001, pp. 205-208; papers01205.pdf.
12. Z. Brawley and N. Tatarchuk, "Parallax Occlusion Mapping: Self-Shadowing, Perspective-Correct Bump Mapping Using Reverse Height Map Tracing," ShaderX^3, W. Engel, ed., Charles River Media, 2004, pp. 135-154.
13. N. Tatarchuk, Dynamic Image-Space Displacement Mapping with Silhouette Antialiasing via Parallax Occlusion Mapping, 2005; .
14. M.M. Oliveira and F. Policarpo, An Efficient Representation for Surface Details, tech. report RP-351, Universidade Federal do Rio Grande do Sul (UFRGS), 2005.
15. P. Wrotek, A. Rice, and M. McGuire, "Real-Time Collision Deformations Using Graphics Hardware," J. Graphics Tools, to be published.
16. P. Kipfer, M. Segal, and R. Westermann, "UberFlow: A GPU-Based Particle Engine," Proc. Siggraph/Eurographics Workshop Graphics Hardware, 2004, pp. 115-122; eghw04.pdf.
17. O. Tresniak, "Rendering Detailed Outdoor Ground Surfaces on the GPU," Siggraph Sketch, 2005; DVD ROM.
18. T.J. Purcell et al., "Photon Mapping on Programmable Graphics Hardware," Proc. Siggraph/Eurographics Workshop on Graphics Hardware, 2003, pp. 41-50; pdfp41-purcell.pdf.
19. A. Lastra, "All the Triangles in the World," Proc. Cornell Workshop on Rendering, Perception, and Measurement, 1999; talks/complexitylastra.pdf.
20. J. Owens, "Streaming Architectures and Technology Trends," GPU Gems 2, Matt Pharr, ed., Addison-Wesley, 2005, pp. 457-470.
21. M. Wimmer and J. Bittner, "Hard Occlusion Queries Made Useful," GPU Gems 2, M. Pharr, ed., Addison-Wesley, 2005, pp. 91-108.
22. T.H. Myer and I.E. Sutherland, "On the Design of Display Processors," Comm. ACM, vol. 11, no. 6, 1968, pp. 410-414.
19 ms
(Ver 2.0)

Marketing Automation Platform Marketing Automation Tool