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DC poleHodnotaJazyk
dc.contributor.authorHast, Anders
dc.contributor.authorBarrera, Tony
dc.contributor.authorBengtsson, Ewert
dc.contributor.editorSkala, Václav
dc.date.accessioned2015-09-21T05:41:02Z
dc.date.available2015-09-21T05:41:02Z
dc.date.issued2001
dc.identifier.citationJournal of WSCG. 2001, vol. 9, no. 1-3.en
dc.identifier.issn1213-6972 (print)
dc.identifier.issn1213-6980 (CD-ROM)
dc.identifier.issn1213-6964 (online)
dc.identifier.urihttp://hdl.handle.net/11025/15771
dc.identifier.urihttp://wscg.zcu.cz/wscg2001/WSCG2001_Program.htm
dc.format7 s.cs
dc.format.mimetypeapplication/pdf
dc.language.isoenen
dc.publisherVáclav Skala - UNION Agencycs
dc.relation.ispartofseriesJournal of WSCGen
dc.rights© Václav Skala - UNION Agencycs
dc.subjectstínovánícs
dc.subjectosvětlenícs
dc.subjectnormalizacecs
dc.titleImproved shading performance by avoiding vector normalizationen
dc.typečlánekcs
dc.typearticleen
dc.rights.accessopenAccessen
dc.type.versionpublishedVersionen
dc.description.abstract-translatedPhongs illumination model requires unit length vectors. The surface normal has to be normalized due to the linear interpolation, and if we use single point light sources or a fixed view point, we have to normalize the vectors pointing to the light source and to the viewer. Unfortunately, normalization is a relatively costly operation. One of the main reasons for this is the square root involved. But when we calculate the reflection vector, we actually do not need a normalized normal. This fact can be used in order to get an approximation for the vector we want when we interpolate between normals. The result is faster Phong shading and faster lighting calculations when we are using a single point light source or having a viewer which is not placed at infinity.en
dc.subject.translatedshadingen
dc.subject.translatedilluminationen
dc.subject.translatednormalizationen
dc.type.statusPeer-revieweden
Vyskytuje se v kolekcích:Volume 9, number 1-3 (2001)

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