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Abstract

Today graphics accelerators are rapidly becoming programmable. This allows to write custom shading algorithms which evaluate a shading equation per-pixel in real-time. In this paper we outline the main features of the used graphics hardware, then we describe the techniques to achieve high-quality local illumination using Phong shading. Additionaly we integrate bump mapping as a technique for simulating the effect of light reflecting from small surface perturbations to enhance the realism without increasing the geometric complexity.

KEYWORDS: Per-Pixel Lighting, Phong Shading, Bump Mapping, GeForce3



Gerald Schröcker 2002-03-21