Real-Time Rendering (2nd Edition)

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1 ECE 595 / CS 491 / CS 591 Real-Time Rendering & Graphics Hardware Pradeep Sen Advanced Graphics Lab Class 13 March 5, 2007 Real-time Rendering & Graphics Hardware Pradeep Sen Class 13 – March 5, 2007 Announcement In class mid-term on Wednesday I will post study guide today Real-time Rendering & Graphics Hardware Pradeep Sen Class 13 – March 5, 2007 Last time Talked about texturing pipeline Discussed techniques to combat aliasing artifacts Real-time Rendering & Graphics Hardware Pradeep Sen Class 13 – March 5, 2007 Today Finally, we start talking about illumination First up: shadowing! Real-time Rendering & Graphics Hardware Pradeep Sen Class 13 – March 5, 2007 Shadows are an important part of any image Help define the spatial relationship between objects source: artis.imag.fr Doom 3 , id (2004) Final Fantasy , Square (2001) Real-time Rendering & Graphics Hardware Pradeep Sen Class 13 – March 5, 2007 Shadows are an important part of any image Help define the spatial relationship between objects Create “mood” for scene Toy Story 2 , Pixar (1999) Real-time Rendering & Graphics Hardware Pradeep Sen Class 13 – March 5, 2007 Shadows are an important part of any image Help define the spatial relationship between objects Create “mood” for scene Add to game play Doom 3 , id (2004) Real-time Rendering & Graphics Hardware Pradeep Sen Class 13 – March 5, 2007 Shadows are an important part of any image Help define the spatial relationship between objects Create “mood” for scene Add to game play Make an image look photorealistic Final Fantasy , Square (2001) Real-time Rendering & Graphics Hardware Pradeep Sen Class 13 – March 5, 2007 Why are shadows so hard to compute? This is the first example of non-local light transport we are looking at Consider our rendering model: as we rasterize each triangle and shade it we don’t have information about the rest of the scene! To render shadows, we have to know what else is going on in the scene An example of “global illumination”
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