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DC poleHodnotaJazyk
dc.contributor.authorKirsch, Florian
dc.contributor.authorDöllner, Jürgen
dc.contributor.editorSkala, Václav
dc.date.accessioned2013-04-09T08:24:04Z
dc.date.available2013-04-09T08:24:04Z
dc.date.issued2003
dc.identifier.citationJournal of WSCG. 2003, vol. 11, no. 1-3.en
dc.identifier.issn1213-6972
dc.identifier.urihttp://wscg.zcu.cz/wscg2003/Papers_2003/B19.pdf
dc.identifier.urihttp://hdl.handle.net/11025/1613
dc.description.abstractWe present a real-time rendering algorithm that generates soft shadows of dynamic scenes using a single light sample. As a depth-map algorithm it can handle arbitrary shadowed surfaces. The shadow-casting surfaces, however, should satisfy a few geometric properties to prevent artifacts. Our algorithm is based on a bivariate attenuation function, whose result modulates the intensity of a light causing shadows. The first argument specifies the distance of the occluding point to the shadowed point; the second argument measures how deep the shadowed point is inside the shadow. The attenuation function can be implemented using dependent texture accesses; the complete implementation of the algorithm can be accelerated by today's graphics hardware. We outline the implementation, and discuss details of artifact prevention and filtering.en
dc.format8 s., 1 videocs
dc.format.mimetypeapplication/pdf
dc.language.isoenen
dc.publisherUNION Agency – Science Presscs
dc.relation.ispartofseriesJournal of WSCGen
dc.rights© UNION Agency – Science Presscs
dc.subjectreal-time vykreslovánícs
dc.subjectstínycs
dc.subjectgrafický hardwarecs
dc.titleReal-time soft shadows using a single light sampleen
dc.typečlánekcs
dc.typearticleen
dc.rights.accessopenAccessen
dc.type.versionpublishedVersionen
dc.subject.translatedreal-time renderingen
dc.subject.translatedshadowsen
dc.subject.translatedgraphic hardwareen
dc.type.statusPeer-revieweden
Vyskytuje se v kolekcích:Volume 11, number 1-3 (2003)

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B19.pdf545,16 kBAdobe PDFZobrazit/otevřít
B19-1.avi12,73 MBAVIZobrazit/otevřít


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