摘要 |
Shading values in a graphics processing system are determined by using approximation techniques. For example, where a Beckmann Distribution Function (BDF) is used, the shading values are determined by reformulating the BDF in terms of the scalar product of the surface normal and the viewpoint-light half-vector to produce a modified BDF. A portion of the BDF is divided into a plurality of intervals, each defined by first and second control points at its boundaries. Each interval is then approximated using a cubic approximation to produce coefficients for use in determining the shading values. In alternative embodiments, other functions are approximated.
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