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DC Field | Value | Language |
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dc.contributor.author | Hui, Kai Hei | |
dc.date.accessioned | 2007-10-05T07:28:27Z | |
dc.date.accessioned | 2017-09-19T09:11:21Z | |
dc.date.accessioned | 2019-02-12T07:28:36Z | - |
dc.date.available | 2007-10-05T07:28:27Z | |
dc.date.available | 2017-09-19T09:11:21Z | |
dc.date.available | 2019-02-12T07:28:36Z | - |
dc.date.issued | 2007 | |
dc.identifier.other | 2007eehkh684 | |
dc.identifier.uri | http://144.214.8.231/handle/2031/4802 | - |
dc.description.abstract | Illuminating 3-Dimension objects under a distant environment is a very time-consuming process. Using spherical harmonic (SH) to represent the reflectance property is a technique for reducing the huge number of shading calculations. A study on using the SH basis to represent the reflectance, including the visibility, of surface elements and the lighting environment was carried out. Based on the visual C++ 6.0 platform (OpenGL language) and Cg platform, a hardware shading engine for diffuse surfaces with visibility has been built. In my study, the number of SH coefficients for rendering is varied. The visual result shows that using 25-49 SH coefficients can only simulate a very rough shadow effect. Using 81 SH coefficients can obtain an acceptable shadow effect. Finally, several factors that affect the rendering quality were discussed. | en |
dc.rights | This work is protected by copyright. Reproduction or distribution of the work in any format is prohibited without written permission of the copyright owner. | |
dc.rights | Access is restricted to CityU users. | |
dc.title | 3D rendering using a hemishperical basis | en |
dc.contributor.department | Department of Electronic Engineering | en |
dc.description.supervisor | Supervisor: Dr. Leung, Andrew C S. Assessor: Dr. Fong, Anthony S S | en |
Appears in Collections: | Electrical Engineering - Undergraduate Final Year Projects |
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fulltext.html | 164 B | HTML | View/Open |
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