A Multipurpose Hardware Shader

J. Pöpsel, Eckard Tikwinski
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引用次数: 0

Abstract

For the last few years the state of the art in producing three-dimensional Gouraud shaded graphics has been the use of Gouraud shading hardware. Combined with z-buffering it enables graphic workstations to provide real time display. The disadvantages of this approach are the relatively poor quality of Gouraud shaded images and its still very high cost, which so far prohibit real-time applications running on standard PCs. This article describes a universal approach to provide a very powerful graphic unit using minimal hardware at very low cost. This graphic unit will not only support Gouraud shading, but also such methods as 2D-texturing [3], solid texturing [10], normal (bump) texturing [2], shadow mapping [15, 13] and Phong shading [11] as well as a combination of these methods (shade trees [5]).
一个多用途硬件着色器
在过去的几年里,在生产三维古罗着色图形的艺术状态一直使用古罗着色硬件。结合z缓冲,它使图形工作站能够提供实时显示。这种方法的缺点是Gouraud阴影图像的质量相对较差,而且它的成本仍然很高,到目前为止,它禁止在标准pc上运行实时应用程序。本文描述了一种通用的方法,以非常低的成本使用最小的硬件提供非常强大的图形单元。该图形单元不仅支持Gouraud着色,还支持2d纹理[3]、实体纹理[10]、法线(凹凸)纹理[2]、阴影映射[15,13]和Phong着色[11]等方法,以及这些方法的组合(树荫树[5])。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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