As the significance of interactive three dimensional graphical applications is increasing generating photorealistic images in real time is becoming more and more important. In recent years sample based rendering algorithms became a standard for simulating dynamic lighting. This is due to the fact that such methods scale very well with increasing scene complexity and the number of light sources compared to the traditional approach. In this paper we discuss one of the most widely used algorithms in the field called deferred shading with regards to its advantages and disadvantages.
Inclusion of real world light effects is crutial to achieving photorealism. For dynamic shadow simulations shadow mapping methods are used. To better account for realistic light sources additional algorithms are applied to soften the shadow edges. Such techniques are explored in this document as well as other solutions for directional lights and ambient occlusion.
Handling transparent objects is one of the most challenging tasks of algorithms using sampled geometry. Functions provided by modern graphics cards, however, allow for efficient solutions to this problem. Correct shading of transparent surfaces is one of the main topics of this work including their integration to preexisting algorithms. Coloured shadows generated by such materials are also discussed in detail.
A new framework has been developed providing general support for the implementation of the examined algorithms. Using a coherent system makes the methods easy to compare and expand.