| The real-time rendering is the basic foundation of 3D games, computer aided design(CAD), computer aided manufacture(CAM), Digital Content Creation(DCC) and virtual reality. With these applications grow rapidly in recent years, the real-time rendering becomes more and more important. GPU based real-time rendering technology comes forth in this situation. In this paper, real-time rendering of scenes with complex multiple light sources is investigated, which is one way to presenting photorealistic images.The paper focuses the GPU based real-time rendering technologies. It involves the following parts: storing of 3D geometry and scenes, per-pixel lighting, real-time shadow, small-area water rendering and skinned mesh rendering. Besides, according to the author's future work, this paper also introduces some GPU related optimization methods. Because graphic hardware evolves rapidly at present, all the GPU involved in this paper is Shader Model 2.0 level or above.Shader Model 2.0 is introduced with the presentation of Direct3D9. Compared to Shader Model 1.1, Shader Model 2.0 supports more kinds of instructions and more instruction slots, which provide long vertex shader and pixel shader. Besides, Shader Model 2.0 improves its calculation precision at pixel level, which leads to the great improvements of image quality. Shader Model 2.0 is not only an API, but also a hardware standards, any hardware manufacturer should apply this standards, so any software should run without compatible issue in case of Direct3D9.Chapter 1, introducing the importance of real-time rendering, the foundation, the research purpose and the significance of the project. Besides, the key technologies involved in the paper are introduced.Chapter 2, introducing the core technology in this paper, including graphic hardware, vector math and 3D API.Chapter 3, presenting the implementation details of the system. This chapter introduces the details of Phong illumination model, per-pixel lighting, real-time shadow, Fresnel reflection and refraction and skinned mesh, then the implementation details is presented, the improvements of my method are also introduced. All the implementation is based on advanced GPUs.Chapter 4, concludes the system, points out insufficiencies and innovation, and predicts the prospect of various technologies in this article. |