Full metadata record
DC poleHodnotaJazyk
dc.contributor.authorKeul, Kevin
dc.contributor.authorKlee, Nicolas
dc.contributor.authorMüller, Stefan
dc.contributor.editorSkala, Václav
dc.date.accessioned2017-09-01T08:27:01Z
dc.date.available2017-09-01T08:27:01Z
dc.date.issued2017
dc.identifier.citationJournal of WSCG. 2017, vol. 25, no. 2, p. 97-106.en
dc.identifier.issn1213-6972 (print)
dc.identifier.issn1213-6980 (CD-ROM)
dc.identifier.issn1213-6964 (on-line)
dc.identifier.uriwscg.zcu.cz/WSCG2017/!_2017_Journal_WSCG-No-2.pdf
dc.identifier.urihttp://hdl.handle.net/11025/26287
dc.format10 s.cs
dc.format.mimetypeapplication/pdf
dc.language.isoenen
dc.publisherVáclav Skala - UNION Agencycs
dc.relation.ispartofseriesJournal of WSCGen
dc.rights© Václav Skala - UNION Agencycs
dc.subjectvizualizacecs
dc.subjectpočítačová grafikacs
dc.subjectsledování paprskucs
dc.subjectdatové strukturycs
dc.subjectalgoritmy viditelnostics
dc.titleSoft shadow computation using precomputed line space visibility informationen
dc.typečlánekcs
dc.typearticleen
dc.rights.accessopenAccessen
dc.type.versionpublishedVersionen
dc.description.abstract-translatedShadows 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.en
dc.subject.translatedvisualizationen
dc.subject.translatedcomputer graphicsen
dc.subject.translatedray tracingen
dc.subject.translateddata structuresen
dc.subject.translatedvisibility algorithmsen
dc.type.statusPeer-revieweden
Vyskytuje se v kolekcích:Volume 25, Number 2 (2017)

Soubory připojené k záznamu:
Soubor Popis VelikostFormát 
Keul.pdfPlný text2,75 MBAdobe PDFZobrazit/otevřít


Použijte tento identifikátor k citaci nebo jako odkaz na tento záznam: http://hdl.handle.net/11025/26287

Všechny záznamy v DSpace jsou chráněny autorskými právy, všechna práva vyhrazena.