Skip to main content
Article thumbnail
Location of Repository

Real-time Shading: Sampling Procedural Shaders

By Wolfgang Heidrich

Abstract

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
OAI identifier: oai:CiteSeerX.psu:10.1.1.135.9849
Provided by: CiteSeerX
Download PDF:
Sorry, we are unable to provide the full text but you may find it at the following location(s):
  • http://citeseerx.ist.psu.edu/v... (external link)
  • http://www.cs.umbc.edu/~olano/... (external link)
  • Suggested articles


    To submit an update or takedown request for this paper, please submit an Update/Correction/Removal Request.