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Real-time Shading: Sampling Procedural Shaders

By Wolfgang Heidrich


In interactive or real-time applications, naturally the complexity of tasks that can be performed on the fly is limited. For that reason it is likely that even with the current rate of development in graphics hardware, the more complex shaders will not be feasible in this kind of application for some time to come. One solution to this problem seems to be a precomputation approach, where the procedural shader is evaluated (sampled), and the resulting values are stored in texture maps, which can then be applied in interactive rendering. A closer look, however, reveals several technical difficulties with this approach. These will be discussed in this section, and hints towards possible solutions will be given

Year: 2009
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