An introductory tour of interactive rendering

被引:3
作者
Haines, E
机构
关键词
22;
D O I
10.1109/MCG.2006.9
中图分类号
TP31 [计算机软件];
学科分类号
081202 ; 0835 ;
摘要
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. © 2006 IEEE.
引用
收藏
页码:76 / 87
页数:12
相关论文
共 23 条
[1]  
Akenine-Moller Tomas, 2019, REAL TIME RENDERING, P4
[2]  
[Anonymous], 2001, P ICAT
[3]  
[Anonymous], 2004, SHADERX3 ADV RENDERI
[4]   A relational debugging engine for the graphics pipeline [J].
Duca, N ;
Niski, K ;
Bilodeau, J ;
Bolitho, M ;
Chen, Y ;
Cohen, J .
ACM TRANSACTIONS ON GRAPHICS, 2005, 24 (03) :453-463
[5]   A survey of real-time soft shadows algorithms [J].
Hasenfratz, JM ;
Lapierre, M ;
Holzschuch, N ;
Sillion, F .
COMPUTER GRAPHICS FORUM, 2003, 22 (04) :753-774
[6]  
HUDON T, 2003, TIMELINE 3DFX REVISI
[7]  
Kipfer P., 2004, HWWS 04, P115, DOI [10.1145/1058129.1058146, DOI 10.1145/1058129.1058146]
[8]  
LASTRA A, 1999, P CORN WORKSH REND P
[9]  
Lengyel J., 2001, Proceedings of the 2001 symposium on interactive 3D graphics, P227, DOI [10.1145/364338.364407, DOI 10.1145/364338.364407]
[10]  
MAUGHAN C, 2001, GAME PROGRAMMING GEM, V2, P474