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Event Entry

What and Who

Deferred Shading Pipelines and Post-Processes

Paul Müller
Bonn University
Talk
AG 1, AG 2, AG 3, AG 4, AG 5, SWS, RG1, MMCI  
AG Audience
English

Date, Time and Location

Thursday, 24 July 2014
13:00
60 Minutes
E1 4
019
Saarbrücken

Abstract

In recent years, deferred shading has become the most prominent
rendering technique for real-time graphics in computer games,
simulations, and virtual reality applications. This talk gives an
overview over the foundations of deferred shading, how it has changed
since its introduction and gives a glimpse into its future. An overview
over various post-processing techniques compatible with the deferred
shading pipeline is given--with a special emphasis on the problem of
efficient anti-aliasing.

Contact

Tobias Ritschel
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Sabine Budde, 07/22/2014 12:32 -- Created document.