Slides - Computer Graphics and Multimedia
Slides - Computer Graphics and Multimedia Slides - Computer Graphics and Multimedia
Overview • Related Work • Deferred Shading • EWA Filter Approximation • Results Computer Graphics Group Mario Botsch
Phong Shading for PBR • Interpolate normal vectors • No connectivity like for meshes • Assign linear normal field • Limited to static geometries • Splat normals into framebuffer • Deferred shading Computer Graphics Group Mario Botsch
- Page 1 and 2: High Quality Surface Splatting on T
- Page 3 and 4: Current PBR methods • High qualit
- Page 5 and 6: Overview • Related Work • Defer
- Page 7 and 8: Per-Pixel Phong Shading Flat Shadin
- Page 9: Comparison Persp. Correct Phong Sha
- Page 13 and 14: 3-Pass Deferred Shading Visibility
- Page 15 and 16: Deferred Shading • Clear separati
- Page 17 and 18: Floating Point Precision 16 bit flo
- Page 19 and 20: EWA Anti-Aliasing Screen-space Mini
- Page 21 and 22: Object-Space Filter Only No filteri
- Page 23 and 24: Approximate EWA Filtering Reconstru
- Page 25 and 26: Approximate EWA Filtering • Restr
- Page 27 and 28: Overview • Related Work • Defer
- Page 29 and 30: Approximate EWA Filtering Object-Sp
- Page 31 and 32: NPR Shading Computer Graphics Group
- Page 33 and 34: Comparison Persp. Correct Phong Sha
Overview<br />
• Related Work<br />
• Deferred Shading<br />
• EWA Filter Approximation<br />
• Results<br />
<strong>Computer</strong> <strong>Graphics</strong> Group<br />
Mario Botsch