Skip to main content
CS Colloquium | September 16, 2010

Modern Lighting Algorithms

Joe Andresen, Oracle, Santa Clara, CA

Stevenson Hall 1300
12:00 PM - 12:50 PM

This presentation will cover the topic of lighting, one of the most important parts of the graphics pipeline. The struggle of attaining realism in graphics has always been limited to the simulation of light. Let’s look at a real-time lighting algorithm known as deferred shading as well as some global illumination techniques like Radiosity and Ambient Occlusion. We'll take an interactive look at an engine pipeline and inspect the various parts that make up a shader pipeline. Topics Include: OpenGL, Shaders, Deferred shading, Radiosity, Ambient Occlusion, FrameBuffers/RenderBuffers, Compositing, Normal Mapping, C++, and more. Pizza after talk in Darwin 28