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
Link To Document