• DocumentCode
    2598606
  • Title

    Implementability of shading models for current game engines

  • Author

    Atabek, Berk ; Kumar, Ashok

  • Author_Institution
    Center for Adv. Comput. Studies, Univ. of Louisiana at Lafayette, Lafayette, LA
  • fYear
    2008
  • fDate
    25-27 Nov. 2008
  • Firstpage
    427
  • Lastpage
    432
  • Abstract
    With the advances in the processor technology, todaypsilas graphical processing unit (GPU) architectures have evolved tremendously. Their speed and computational power has increased to the giga-flops levels. This has brought about a new architectural innovation called Shaders, which are programmable processing units that make all of the resources of the GPUs available to the game programmers. By using shaders, heavy computational shading models, which could not be used before due to resource-limitations, can now be implemented in real-time using a current PC hardware. This paper describes prominent local and global shading models in the current game engines development and discusses implementability issues.
  • Keywords
    computer games; computer graphic equipment; GPU architectures; Shaders; current game engines; graphical processing unit; programmable processing units; shading models; Computational modeling; Computer architecture; Computer displays; Engines; Equations; Interpolation; Optical reflection; Optical refraction; Programming profession; Technological innovation;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Computer Engineering & Systems, 2008. ICCES 2008. International Conference on
  • Conference_Location
    Cairo
  • Print_ISBN
    978-1-4244-2115-2
  • Electronic_ISBN
    978-1-4244-2116-9
  • Type

    conf

  • DOI
    10.1109/ICCES.2008.4773040
  • Filename
    4773040