dc.contributor.author | Wyman, Chris | en_US |
dc.contributor.editor | Carsten Dachsbacher and William Mark and Jacopo Pantaleoni | en_US |
dc.date.accessioned | 2016-02-18T11:01:48Z | |
dc.date.available | 2016-02-18T11:01:48Z | |
dc.date.issued | 2011 | en_US |
dc.identifier.isbn | 978-1-4503-0896-0 | en_US |
dc.identifier.issn | 2079-8687 | en_US |
dc.identifier.uri | http://dx.doi.org/10.1145/2018323.2018329 | en_US |
dc.description.abstract | Efficient 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.publisher | ACM | en_US |
dc.subject | I.3.7 [Computer Graphics] | en_US |
dc.subject | Three DimensionalGraphics and Realism Color | en_US |
dc.subject | shading | en_US |
dc.subject | shadowing | en_US |
dc.subject | and texture | en_US |
dc.subject | interactive shadows | en_US |
dc.subject | visibility | en_US |
dc.subject | participating media | en_US |
dc.subject | epipolar space | en_US |
dc.subject | voxelization | en_US |
dc.title | Voxelized Shadow Volumes | en_US |
dc.description.seriesinformation | Eurographics/ ACM SIGGRAPH Symposium on High Performance Graphics | en_US |
dc.description.sectionheaders | Parallel Ray Tracing | en_US |
dc.identifier.doi | 10.1145/2018323.2018329 | en_US |
dc.identifier.pages | 33-40 | en_US |