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Immediate Mode, Retained Mode
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Immediate Mode: issue drawing commands explicitly; the graphics API does
not know how to build the 3D world on its own; examples: OpenGL, DirectX
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Retained Mode: construct and store the 3D world using the API; rendering
is handled automatically; examples: Java3D, OpenInventor, OpenSceneGraph,
most game engines; usually a scenegraph is created to store the
3D world hierarchically
Photo Realism
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Up to now, we even used only local illumination models, which lack
shadows and reflections.
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Global illumination:
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Note that in commercial software these terms are used differently: Global
illumination is understood to include indirect illumination; radiosity
is used as a synonym for that notion of global illumination.
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Computer graphics (real-time as well as offline) hardly delivers photorealistic
images. Some points where this is obvious:
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soft shadows
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blurred reflections
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caustics
Graphics Hardware
Some examples of my work:
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Hard-edged textures with little computational overhead
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Motion blur using anisotropic filtering
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Plausible cloth wrinkles