dc.contributor.author | Billeter, Markus | en_US |
dc.contributor.author | Sintorn, Erik | en_US |
dc.contributor.author | Assarsson, Ulf | en_US |
dc.contributor.editor | Michael Doggett and Samuli Laine and Warren Hunt | en_US |
dc.date.accessioned | 2013-10-28T10:21:23Z | |
dc.date.available | 2013-10-28T10:21:23Z | |
dc.date.issued | 2010 | en_US |
dc.identifier.isbn | 978-3-905674-26-2 | en_US |
dc.identifier.issn | 2079-8687 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/EGGH/HPG10/039-045 | en_US |
dc.description.abstract | This paper presents a more efficient way of computing single scattering effects in homogeneous participating media for real-time purposes than the currently popular ray-marching based algorithms. These effects include halos around light sources, volumetric shadows and crepuscular rays. By displacing the vertices of a base mesh with the depths from a standard shadow map, we construct a polygonal mesh that encloses the volume of space that is directly illuminated by a light source. Using this volume we can calculate the airlight contribution for each pixel by considering only points along the eye-ray where shadow-transitions occur. Unlike previous ray-marching methods, our method calculates the exact airlight contribution, with respect to the shadow map resolution, at real time frame rates. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism Color, shading, shadowing and texture | en_US |
dc.title | Real Time Volumetric Shadows using Polygonal Light Volumes | en_US |
dc.description.seriesinformation | High Performance Graphics | en_US |