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dc.contributor.authorDESRICHARD, Françoisen_US
dc.contributor.authorVanderhaeghe, Daviden_US
dc.contributor.authorPAULIN, Mathiasen_US
dc.contributor.editorBoubekeur, Tamy and Sen, Pradeepen_US
dc.date.accessioned2019-07-14T19:25:05Z
dc.date.available2019-07-14T19:25:05Z
dc.date.issued2019
dc.identifier.issn1467-8659
dc.identifier.urihttps://doi.org/10.1111/cgf.13781
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf13781
dc.description.abstractComputer graphics artists often resort to compositing to rework light effects in a synthetic image without requiring a new render. Shadows are primary subjects of artistic manipulation as they carry important stylistic information while our perception is tolerant with their editing. In this paper we formalize the notion of global shadow, generalizing direct shadow found in previous work to a global illumination context. We define an object's shadow layer as the difference between two altered renders of the scene. A shadow layer contains the radiance lost on the camera film because of a given object. We translate this definition in the theoretical framework of Monte-Carlo integration, obtaining a concise expression of the shadow layer. Building on it, we propose a path tracing algorithm that renders both the original image and any number of shadow layers in a single pass: the user may choose to separate shadows on a per-object and per-light basis, enabling intuitive and decoupled edits.en_US
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectComputing methodologies
dc.subjectRendering
dc.subjectRay tracing
dc.subjectNon
dc.subjectphotorealistic rendering
dc.titleGlobal Illumination Shadow Layersen_US
dc.description.seriesinformationComputer Graphics Forum
dc.description.sectionheadersInteractive and Real-time Rendering
dc.description.volume38
dc.description.number4
dc.identifier.doi10.1111/cgf.13781
dc.identifier.pages183-191


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  • 38-Issue 4
    Rendering 2019 - Symposium Proceedings

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