Project : Fast Shading Algorithms
by
Björn Nystedt and Marko Pirttioja
Spring 2001
Abstract
One main concern when one is producing three-dimensional computer graphics
is the trade-off between realism and speed. One wants to incorporate more
physics principles into three-dimensional graphics algorithms to better
simulate complex interactions between objects and the lightning environment.
The calculation of how light interacts with surfaces is a technique called
shading and the aim of this paper is to implement and compare the efficiency
of different shading algorithms. The different algorithms are timed and
compared to each other in order to see which is the fastest one. All algorithms
use the Phong illumination model for light-material interaction calculations.
The important result of the test is that both Fast Phong shading and Reflection
shading is faster then Phong shading, when large polygons are used. Both algorithms
are variants of the Phong shading algorithm and we could not spot any differences
in the picture they produced.
Keywords: Shading, Illumination, Graphics
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