Lighting an Interactive Scene in Real-time with a GPU and Video Textures
- The presentation of virtual environments in real time has always been a demanding task. Specially designed graphics hardware is necessary to deal with the large amounts of data these applications typically produce. For several years the chipsets that were used allowed only simple lighting models and fixed algorithms. But recent development has produced new graphics processing units (GPUs) that are much faster and more programmable than their predecessors. This paper presents an approach to take advantage of these new features. It uses a video texture as part of the lighting calculations for the passenger compartment of a virtual train and was run on the GPU of a recent PC graphics card. The task was to map the varying illumination of a filmed landscape onto the virtual objects and also onto another video texture (showing two passengers), thereby enhancing the realism of the scene.
Author: | Carsten Juttner, Jens HerderORCiDGND |
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Fachbereich/Einrichtung: | Hochschule Düsseldorf / Fachbereich - Medien |
Hochschule Düsseldorf / Fachbereich - Medien / Creative Media Production and Entertainment Computing | |
Document Type: | Article |
Year of Completion: | 2006 |
Language of Publication: | English |
Parent Title (English): | Journal of the 3D-Forum Society |
Volume: | 20 |
Issue: | 1 |
First Page: | 22 |
Last Page: | 28 |
Tag: | FHD VSVR; graphics processing unit; shader programming; video textures; virtual prototyping |
Licence (German): | keine Lizenz - nur Metadaten |
Release Date: | 2019/02/01 |