A NORMAL-BUFFER VECTORIZED SURFACE SHADING MODEL
Abstract
A surface rendering implementation is described that separates visibility operations from surface shading operations with a Normal-Buffer data structure. This allows for scene complexity independent shading operations at a fixed computational cost per frame. The Normal-Buffer approach also allows the implementation of a fully vectorized surface-shading algorithm when the shading model is applied to each pixel in the scene. The vectorized shader is described using an array processor with a directly attatched frame store in a high performance scene-generation system.
BibTeX
@inproceedings {10.2312:eg.19851030,
booktitle = {Eurographics Conference Proceedings},
editor = {C.E. Vandoni},
title = {{A NORMAL-BUFFER VECTORIZED SURFACE SHADING MODEL}},
author = {Curington, Ian J.},
year = {1985},
publisher = {The Eurographics Association},
ISSN = {1017-4656},
DOI = {10.2312/eg.19851030}
}
booktitle = {Eurographics Conference Proceedings},
editor = {C.E. Vandoni},
title = {{A NORMAL-BUFFER VECTORIZED SURFACE SHADING MODEL}},
author = {Curington, Ian J.},
year = {1985},
publisher = {The Eurographics Association},
ISSN = {1017-4656},
DOI = {10.2312/eg.19851030}
}