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 :
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