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Improved Algorithms for Fast Shading and Lighting
Uppsala University, Interfaculty Units, Centre for Image Analysis.
2004 (English)Doctoral thesis, comprehensive summary (Other academic)
Abstract [en]

Shading is a technique that is used in computer graphics to make faceted objects appear smooth and more realistic. In the research presented in this thesis we have investigated how shading can be generated as efficiently as possible without sacrificing quality.

In the classical approach to high quality shading proposed by Phong, the illumination equation is computed per pixel using an interpolated normal. The normals at the vertices are bi-linearly interpolated over the polygon to obtain a normal per pixel. Correct shading requires normalization of these normals, which is computationally demanding involving a square root. In our research we have shown how this normalization can be eliminated through the use of spherical interpolation and the Chebyshev recurrence formula, reducing the calculation to a few single arithmetic operations per pixel.

Still a substantial setup operation is needed for each scanline. We have studied how also this can be made more efficient, with some limited progress so far. An alternative approach is to do the most of the setup on polygon level and incrementally compute the setup needed per scanline. In particular, we have studied quadratic shading approaches, i.e. fitting second degree surfaces to the polygons. The most successful approach has been through what we have called X-shading, where the setup is calculated by using an efficient approximation for the mid-edge normals. This setup is about four times faster than previously known methods.

In the process of studying shading methods we have also made some contributions to improving bump-mapping and simulation of different kinds of light sources.

The developed methods will be of interest in future generations of computer graphics software and hardware systems, ranging from high end systems to generate realistic movies and 3D games, to handheld devices such as mobile phones with graphics displays.

Place, publisher, year, edition, pages
Uppsala: Acta Universitatis Upsaliensis , 2004. , p. 116
Series
Comprehensive Summaries of Uppsala Dissertations from the Faculty of Science and Technology, ISSN 1104-232X ; 955
Keywords [en]
Datavetenskap, Computer Graphics
Keywords [sv]
Datavetenskap
National Category
Computer Sciences
Identifiers
URN: urn:nbn:se:uu:diva-4135ISBN: 91-554-5916-1 (print)OAI: oai:DiVA.org:uu-4135DiVA, id: diva2:164283
Public defence
2004-04-29, Häggsalen, Ångströmslaboratoriet, Polacksbacken, Uppsala, 10:15
Opponent
Supervisors
Available from: 2004-04-06 Created: 2004-04-06 Last updated: 2018-01-13Bibliographically approved
List of papers
1. Improved Shading Performance by avoiding Vector Normalization
Open this publication in new window or tab >>Improved Shading Performance by avoiding Vector Normalization
2001 (English)In: WSCG01, p. 1-8Article in journal (Refereed) Published
Identifiers
urn:nbn:se:uu:diva-91510 (URN)
Available from: 2004-04-06 Created: 2004-04-06 Last updated: 2010-03-01Bibliographically approved
2. Approximated Phong Shading by using the Euler Method
Open this publication in new window or tab >>Approximated Phong Shading by using the Euler Method
2001 (English)In: Eurographics01, p. 43-48Article in journal (Refereed) Published
Identifiers
urn:nbn:se:uu:diva-91511 (URN)
Available from: 2004-04-06 Created: 2004-04-06 Last updated: 2010-03-01Bibliographically approved
3. Shading by Spherical Linear Interpolation using De Moivre's Formula
Open this publication in new window or tab >>Shading by Spherical Linear Interpolation using De Moivre's Formula
2003 (English)In: WSCG03, p. 57-60Article in journal (Refereed) Published
Identifiers
urn:nbn:se:uu:diva-91512 (URN)
Available from: 2004-04-06 Created: 2004-04-06 Last updated: 2010-03-01Bibliographically approved
4. Faster shading by equal angle interpolation of vectors
Open this publication in new window or tab >>Faster shading by equal angle interpolation of vectors
2004 (English)In: IEEE Transactions on Visualization and Computer Graphics, p. 217-223Article in journal (Refereed) Published
Identifiers
urn:nbn:se:uu:diva-91513 (URN)
Available from: 2004-04-06 Created: 2004-04-06 Last updated: 2010-03-01Bibliographically approved
5. Faster Computer Graphics - by Reformulation and Simplification of Mathematical Formulas and Algorithms
Open this publication in new window or tab >>Faster Computer Graphics - by Reformulation and Simplification of Mathematical Formulas and Algorithms
2001 (English)In: IMAGINE2001Article in journal (Refereed) Published
Identifiers
urn:nbn:se:uu:diva-91514 (URN)
Available from: 2004-04-06 Created: 2004-04-06 Last updated: 2010-03-01Bibliographically approved
6. Improved Bump Mapping by using Quadratic Vector Interpolation
Open this publication in new window or tab >>Improved Bump Mapping by using Quadratic Vector Interpolation
2002 (English)In: Eurographics02Article in journal (Refereed) Published
Identifiers
urn:nbn:se:uu:diva-91515 (URN)
Available from: 2004-04-06 Created: 2004-04-06 Last updated: 2010-03-01Bibliographically approved
7. Surface Construction with Near Least Square Acceleration based on Vertex Normals on Triangular Meshes
Open this publication in new window or tab >>Surface Construction with Near Least Square Acceleration based on Vertex Normals on Triangular Meshes
2002 (English)In: Sigrad, p. 43-48Article in journal (Refereed) Published
Identifiers
urn:nbn:se:uu:diva-91516 (URN)
Available from: 2004-04-06 Created: 2004-04-06 Last updated: 2010-03-01Bibliographically approved
8. Fast Quadratic Shading by using a Mid-edge Vector Approximation
Open this publication in new window or tab >>Fast Quadratic Shading by using a Mid-edge Vector Approximation
(English)Article in journal (Refereed) Submitted
Identifiers
urn:nbn:se:uu:diva-91517 (URN)
Available from: 2004-04-06 Created: 2004-04-06 Last updated: 2010-03-01Bibliographically approved
9. Reconstruction Filters for Bump Mapping
Open this publication in new window or tab >>Reconstruction Filters for Bump Mapping
2002 (English)In: WSCG02, p. 9-12Article in journal (Refereed) Published
Identifiers
urn:nbn:se:uu:diva-91518 (URN)
Available from: 2004-04-06 Created: 2004-04-06 Last updated: 2010-03-01Bibliographically approved
10. Soft and Hard Edged Spotlights
Open this publication in new window or tab >>Soft and Hard Edged Spotlights
2004 (English)In: WSCG04, p. 95-99Article in journal (Refereed) Published
Identifiers
urn:nbn:se:uu:diva-91519 (URN)
Available from: 2004-04-06 Created: 2004-04-06 Last updated: 2010-03-01Bibliographically approved
11. Fast Specular Highlights by modifying the Phong-Blinn Model
Open this publication in new window or tab >>Fast Specular Highlights by modifying the Phong-Blinn Model
2003 (English)In: SIGGRAPH03Article in journal (Refereed) Published
Identifiers
urn:nbn:se:uu:diva-91520 (URN)
Available from: 2004-04-06 Created: 2004-04-06 Last updated: 2010-03-01Bibliographically approved

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