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dc.contributor.authorForest, Vincenten_US
dc.contributor.authorBarthe, Loïcen_US
dc.contributor.authorPaulin, Mathiasen_US
dc.contributor.editorMarc Olano and Philipp Slusalleken_US
dc.date.accessioned2013-10-28T10:04:56Z
dc.date.available2013-10-28T10:04:56Z
dc.date.issued2006en_US
dc.identifier.isbn3-905673-37-1en_US
dc.identifier.issn1727-3471en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGGH/EGGH06/039-047en_US
dc.description.abstractRecent real-time shadow generation techniques try to provide shadows with realistic penumbrae. However, most techniques are whether non-physically based or too simplified to produce convicing results. The penumbra-wedges algorithm is a physical approach based on the assumption that penumbrae are non-overlapping. In this paper, we propose an algorithm that takes the advantages of the penumbra-wedges method but solves the "non-overlapping" limitation. We first compute the light occlusion regions per fragment. Then we use this information to detect the areas where penumbrae are overlapping and we perform a realistic penumbra blending.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Line and Curve Generationen_US
dc.titleRealistic Soft Shadows by Penumbra-Wedges Blendingen_US
dc.description.seriesinformationGraphics Hardwareen_US


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