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Licentiate

Improved Fundamental Algorithms for Fast Computer Graphics

Anders Hast

Date: 20020528
Publisher: CBA Licentiate Thesis No. 7, 23 pages, 2002
Supervisor: E. Bengtsson
Opponent: Professor Vaclav Skala, West Bohemian University, Plzen, Czech Republic
Abstract: Fast algorithms for computer graphics is important both for interactive games and movies using computer animated special effects. We expect games as well as computer animated movies to have as much visual likeness to reality as possible. For games it is important that the graphics is fast and interactive. Whereas, for computer animated movies, a lot of off-line rendering time is needed. If this time could be reduced, money would be saved. Our research goal has been to come up with new ideas and to develop new and faster algorithms, methods and techniques as well as improved techniques giving a more realistic result. The papers presented in this thesis will discuss different software implementations. However, the algorithms themselves should be possible to realize in hardware. We have focused our research on shading algorithms and related techniques like bump mapping and filtering. Shading is relatively time consuming especially if Phong shading is used which involve a division and a square root. Several approaches is presented, which try to avoid these operations and still produce results similar to Phong shading.
Comment: The seminar took place at the Creative Media Lab, University College of Gävle.


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