Title: Soft shadow computation using precomputed line space visibility information
Authors: Keul, Kevin
Klee, Nicolas
Müller, Stefan
Citation: Journal of WSCG. 2017, vol. 25, no. 2, p. 97-106.
Issue Date: 2017
Publisher: Václav Skala - UNION Agency
Document type: článek
article
URI: wscg.zcu.cz/WSCG2017/!_2017_Journal_WSCG-No-2.pdf
http://hdl.handle.net/11025/26287
ISSN: 1213-6972 (print)
1213-6980 (CD-ROM)
1213-6964 (on-line)
Keywords: vizualizace;počítačová grafika;sledování paprsku;datové struktury;algoritmy viditelnosti
Keywords in different language: visualization;computer graphics;ray tracing;data structures;visibility algorithms
Abstract in different language: Shadows are one of the most important effects to create realism in rendering. Most real-time applications use some sort of image based technique like shadow mapping. While these techniques are quite fast, they often struggle at rendering realistic and accurate shadows of area lights. To produce correct shadows it is therefore often necessary to use ray tracing with some sort of acceleration method, nowadays mostly GPU based BVH which have their downsides in real-time rendering. We present a novel approach in calculating approximated but fast shadows using the line space as precomputed data structure for visibility information. With that it is possible to skip intersection tests with scene geometry and completely rely on the line space data structure for the shadow computations of area lights. Our approach is therefore almost scene-independent and is able to produce accurate shadows with better performance in comparison to typical ray tracing data structures.
Rights: © Václav Skala - UNION Agency
Appears in Collections:Volume 25, Number 2 (2017)

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