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dc.contributor.authorAssarsson, Ulfen_US
dc.contributor.authorDougherty, Michaelen_US
dc.contributor.authorMounier, Michaelen_US
dc.contributor.authorAkenine-Möller, Tomasen_US
dc.contributor.editorM. Doggett and W. Heidrich and W. Mark and A. Schillingen_US
dc.date.accessioned2013-10-28T10:01:28Z
dc.date.available2013-10-28T10:01:28Z
dc.date.issued2003en_US
dc.identifier.isbn1-58113-739-1en_US
dc.identifier.issn1727-3471en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGGH03/033-040en_US
dc.description.abstractIn this paper, we present several optimizations to our previously presented soft shadow volume algorithm. Our optimizations include tighter wedges, heavily optimized pixel shader code for both rectangular and spherical light sources, a frame buffer blending technique to overcome the limitation of 8-bit frame buffers, and a simple culling algorithm. These together give real-time performance, and for simple models we get frame rates of over 150 fps. For more complex models 50 fps is normal. In addition to optimizations, two simple techniques for improving the visual quality are also presented.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectColoren_US
dc.subjectShadingen_US
dc.subjectShadowingen_US
dc.subjectTextureen_US
dc.titleAn Optimized Soft Shadow Volume Algorithm with Real-Time Performanceen_US
dc.description.seriesinformationGraphics Hardwareen_US


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