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dc.contributor.authorWyman, Chrisen_US
dc.contributor.editorCarsten Dachsbacher and William Mark and Jacopo Pantaleonien_US
dc.date.accessioned2016-02-18T11:01:48Z
dc.date.available2016-02-18T11:01:48Z
dc.date.issued2011en_US
dc.identifier.isbn978-1-4503-0896-0en_US
dc.identifier.issn2079-8687en_US
dc.identifier.urihttp://dx.doi.org/10.1145/2018323.2018329en_US
dc.description.abstractEfficient shadowing algorithms have been sought for decades, but most shadow research focuses on quickly identifying shadows on surfaces. This paper introduces a novel algorithm to efficiently sample light visibility at points inside a volume. These voxelized shadow volumes (VSVs) extend shadow maps to allow efficient, simultaneous queries of visibility along view rays, or can alternately be seen as a discretized shadow volume. We voxelize the scene intoa binary, epipolar-space grid where we apply a fast parallel scan to identify shadowed voxels. Using a view-dependent grid, our GPU implementation looks up 128 visibility samples along any eye ray with a single texture fetch. We demonstrate our algorithm in the context of interactive shadows in homogeneous, single-scattering participating media.en_US
dc.publisherACMen_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectThree DimensionalGraphics and Realism Coloren_US
dc.subjectshadingen_US
dc.subjectshadowingen_US
dc.subjectand textureen_US
dc.subjectinteractive shadowsen_US
dc.subjectvisibilityen_US
dc.subjectparticipating mediaen_US
dc.subjectepipolar spaceen_US
dc.subjectvoxelizationen_US
dc.titleVoxelized Shadow Volumesen_US
dc.description.seriesinformationEurographics/ ACM SIGGRAPH Symposium on High Performance Graphicsen_US
dc.description.sectionheadersParallel Ray Tracingen_US
dc.identifier.doi10.1145/2018323.2018329en_US
dc.identifier.pages33-40en_US


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