ABSTRACT
Real-time desktop computer graphics systems have historically been based on empirical lighting models, such as the Phong lighting model, designed to be perceptually appropriate, but computationally efficient. New hardware developments since early 2003 have resulted in an affordable fourth generation graphical processing unit technology. This technology is allowing desktop computer graphics systems, like NVIDIA's GeForce® series, to implement more and more complex computer graphics algorithms, and lighting models for real-time applications. This paper describes an innovative "physically based" spectral lighting, material and camera model that is based on radiometry theory and is an expansion of the historical fixed pipeline graphics system. There are two render target modes of which Direct mode is aimed at high spectral resolution solids rendering and buffered mode at including transparencies.
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Index Terms
- Real-time spectral scene lighting on a fragment pipeline
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