Integrating Advanced Shader Technology for Realistic Architectural Virtual Reality Visualisation

  • Tan Beng Kiang
  • Daniel Hii Jun Chung
Conference paper

The gaming industry plays a pivotal role in creating realtime advanced shaders nowadays. With better and more affordable computer hardware, shaders are beginning to be used in other nongaming softwares. The virtual reality visualization tools used by the architectural designers can benefit from this. This paper investigates the impact of real-time shaders on the performance of architectural virtual reality visualization of 3D models and provides a guide for architectural users to decide the optimal number of shaders to use based on the size of the model.

Keywords

Refraction Pyramid 

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Boeing, A: 2004, The DirectX 8 Pixel Shader: CFXweb. Retrieved 4 January 2007 from http://www.cfxweb.net/modules.php?name=News&file=print&sid=1305.
  2. Engel, W: 2002, Introduction to Shader Programming, Fundamentals of Vertex Shaders: GameDev.net. Retrieved 2 January 2007 from the World Wide Web: http://www.gamedev.net/reference/articles/article1496.asp.
  3. Fernando, R (ed): 2004, GPU gems: programming techniques, tips, and tricks for real-time graphics, Addison-Wesley, Boston, MA.Google Scholar
  4. Haines, E: 2006, An Introductory Tour of Interactive Rendering, near-final draft, 9/23/05, IEEE CG&A January/February 2006, pp. 76-87.Google Scholar
  5. Lastra, A, Molnar, S, Olano, M, Wang, Y: 1995, Real-time programmable shading, Proceedings of the 1995 ACM Symposium on Interactive 3D Graphics, pp. 59-66.Google Scholar
  6. Luke, A: 2006, 3D games textures, Elsevier Focal Press, Amsterdam; Boston.Google Scholar
  7. Mark, WR, Glanville RS, Akeley, K, Kilgard, MJ: 2003, Cg: a system for programming graphics hardware in a C-like language, Proceedings of ACM SIGGRAPH 2003, pp. 896-907.Google Scholar
  8. Moya, V, Gonzalez, C, Roca, J, Fernandez, A, Espasa, R: 2005, Shader Performance Analysis on a Modern GPU Architecture, Proceedings of the 38th Annual IEEE/ACM International Symposium on Microarchitecture (MICRO’05), pp. 355-364.Google Scholar
  9. Möller, T: 2002, Real-time rendering, AK Peters, Natick, Mass.Google Scholar
  10. Nvidia: 2007, Nvidia Quadro FX Product Comparison. Retrieved 30 March 2007 from the World Wide Web: http://www.nvidia.com/object/IO_11761.html.
  11. Olano, M, Akeley, K, Hart, J, Heidrich, W, McCool, M, Mitchell, J, Rost R: 2005, SIGGRAPH Real-Time Shading Course 1 Notes.Google Scholar
  12. Proudfoot, K, Mark, WR, Tzvetkov, S and Hanrahan, P: 2001, A Real-Time Procedural Shading System for Programmable Graphics Hardware, Proceedings of the ACM SIGGRAPH 28th Annual Conference on Computer Graphics and Interactive Techniques, pp. 159-170.Google Scholar
  13. Penfold, D: 2002, Vertex Shaders and Pixel Shaders: Tom’s Hardware. Retrieved 2 January 2007 from http://www.tomshardware.com/2002/01/16/vertex_shaders_and_pixel_shaders.
  14. Sebastien, SL: 2004, Shaders for game programmers and artists, Thomson/Course Technology, Boston, Mass.Google Scholar
  15. Slater, M, Steed, A and Chrysanthou, Y: 2006, Computer graphics and virtual environments: from realism to real-tome, Addison Wesley, Harlow, England.Google Scholar
  16. Tan, BK, Hii, JCD: 2007, Optimising real-time virtual reality presentation, CAADRIA 2007: Proceedings of the12thInternational Conference on Computer-Aided Architectural Design Research in Asia, Southeast University, Nanjing, China, 19-22 April 2007.Google Scholar
  17. Valient, M:2001,3D Engines in games- Introduction. Retrieved April2007 from http://pisa.ucsd.edu/cse125/2006/Papers/Introduction_to_3d_Game_Engines.pdf.

Copyright information

© Springer 2007

Authors and Affiliations

  • Tan Beng Kiang
    • 1
  • Daniel Hii Jun Chung
    • 1
  1. 1.National University of SingaporeSingapore

Personalised recommendations