Comparison of incremental shading for interactive entertainment대화형 엔터테인먼트에의 응용을 위한 점진적 음영 처리 방법의 비교연구

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The efficiency of a shading algorithm is critical to the performance of a computer image generation system(CIGS) because it must be operated on a million or more pixels per image. The efficiency problem is more critical in real-time CIGS like the interactive entertainment system(IES) which requires higher frame rate for the interactivity. It has been granted that Gouraud shading algorithm is most suitable for IES, although Gouraud shading can not completely eliminate the visibility of polygon edge. Phong shading is a well known algorithm for producing realistic shading, but it has not been used by IES because of the computational overhead. This thesis presents some new results on the comparison among various shading algorithms including two newly proposed shading algorithms, and guides users to find the most suitable algorithm for their IES applications. According to the result, when polygons are rather small, OverThrowMachine(OTM) Phong algorithm that uses the angular interpolation technique is the best for general IES applications because of its high speed and ability of restoring original smooth surfaces.
Advisors
Chun, Joo-Hwanresearcher전주환researcher
Description
한국과학기술원 : 정보및통신공학과,
Publisher
한국과학기술원
Issue Date
1996
Identifier
107085/325007 / 000947070
Language
eng
Description

학위논문(석사) - 한국과학기술원 : 정보및통신공학과, 1996.2, [ vi, 46 p. ]

Keywords

Incremental shading; Shading; Interactive entertainment; 대화형엔터테인먼트; 점진적음영처리; 음영처리

URI
http://hdl.handle.net/10203/39974
Link
http://library.kaist.ac.kr/search/detail/view.do?bibCtrlNo=107085&flag=dissertation
Appears in Collection
ICE-Theses_Master(석사논문)
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