dc.contributor.author | Forest, Vincent | en_US |
dc.contributor.author | Barthe, Loïc | en_US |
dc.contributor.author | Paulin, Mathias | en_US |
dc.contributor.editor | Marc Olano and Philipp Slusallek | en_US |
dc.date.accessioned | 2013-10-28T10:04:56Z | |
dc.date.available | 2013-10-28T10:04:56Z | |
dc.date.issued | 2006 | en_US |
dc.identifier.isbn | 3-905673-37-1 | en_US |
dc.identifier.issn | 1727-3471 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/EGGH/EGGH06/039-047 | en_US |
dc.description.abstract | Recent 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.publisher | The Eurographics Association | en_US |
dc.subject | Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Line and Curve Generation | en_US |
dc.title | Realistic Soft Shadows by Penumbra-Wedges Blending | en_US |
dc.description.seriesinformation | Graphics Hardware | en_US |