This thesis describes methods for lighting calculations of large scenes used in modern computer games. Forward shading and deferred shading methods are discussed and compared. Capabilities of raytracing are shortly described. There are some information about various methods for casting shadows, simulation of particle systems and applying post-processing effects. In the end there is a design of architecture for rendering complex scenes with use of XNA and description of implementation used in resulting game.
Identifer | oai:union.ndltd.org:nusl.cz/oai:invenio.nusl.cz:237038 |
Date | January 2011 |
Creators | Wilczák, Martin |
Contributors | Šolony, Marek, Kajan, Rudolf |
Publisher | Vysoké učení technické v Brně. Fakulta informačních technologií |
Source Sets | Czech ETDs |
Language | Czech |
Detected Language | English |
Type | info:eu-repo/semantics/masterThesis |
Rights | info:eu-repo/semantics/restrictedAccess |
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