Keywords
Computer graphics, Flight simulators
Abstract
Shading and texturing are two techniques that flight simulators can take advantage of to increase scene realism. Shading imitates the effects of light reflecting from a surface. Texture refers to superimposing a pattern on a surface to give the illusion of extra detail and realism.
In this report, several techniques for shading and texturing are evaluated with respect to their applicability to visual flight simulators.
The image quality produced by shading and texturing is a function of computation cost. The Phong model is found to produce the most realistic shading, but is too computationally expensive. The Gouraud shading model improves upon the Phong model in that realistic shading is produced with less computational effort. The table look up technique was found to be the most flexible and realistic way to produce texture on the surface of a polygon. It is shown that true perspective shading is cost effective when texture is required because the hardware needed to produce texturing and true perspective shading are very similar.
Notes
If this is your thesis or dissertation, and want to learn how to access it or for more information about readership statistics, contact us at STARS@ucf.edu
Graduation Date
1985
Semester
Spring
Advisor
Linton, Darrell G.
Degree
Master of Science (M.S.)
College
College of Engineering
Department
Engineering
Degree Program
Engineering
Format
Language
English
Rights
Public Domain
Length of Campus-only Access
None
Access Status
Masters Thesis (Open Access)
Identifier
DP0017011
STARS Citation
Steiner, Walter R., "Survey of Texture and Shading Techniques for Visual Flight Simulation" (1985). Retrospective Theses and Dissertations. 4764.
https://stars.library.ucf.edu/rtd/4764
Contributor (Linked data)
University of Central Florida. College of Engineering [VIAF]
Accessibility Status
Searchable text