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dc.contributor.authorEisemann, Elmaren_US
dc.contributor.authorDecoret, Xavieren_US
dc.date.accessioned2015-02-21T15:43:09Z
dc.date.available2015-02-21T15:43:09Z
dc.date.issued2007en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2007.01076.xen_US
dc.description.abstractIn this paper, we show how recent GPUs can be used to very efficiently and conveniently sample the visibility between two surfaces, given a set of occluding triangles. We use bitwise arithmetics to evaluate, encode, and combine the samples blocked by each triangle. In particular, the number of operations is almost independent of the number of samples. Our method requires no CPU/GPU transfers, is fully implemented as geometric, vertex and fragment shaders, and thus does not impose to modify the way the geometry is sent to the graphics card. We finally present applications to soft shadows, and visibility analysis for level design.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titleVisibility Sampling on GPU and Applicationsen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume26en_US
dc.description.number3en_US
dc.identifier.doi10.1111/j.1467-8659.2007.01076.xen_US
dc.identifier.pages535-544en_US


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