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dc.contributor.authorLloyd, D. Brandonen_US
dc.contributor.authorTuft, Daviden_US
dc.contributor.authorYoon, Sung-euien_US
dc.contributor.authorManocha, Dineshen_US
dc.contributor.editorTomas Akenine-Moeller and Wolfgang Heidrichen_US
dc.date.accessioned2014-01-27T14:55:47Z
dc.date.available2014-01-27T14:55:47Z
dc.date.issued2006en_US
dc.identifier.isbn3-905673-35-5en_US
dc.identifier.issn1727-3463en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGWR/EGSR06/215-226en_US
dc.description.abstractWe evaluate several shadow map algorithms based on warping and partitioning using the maximum perspective aliasing error over the entire view frustum. With respect to our error metric, we show that a range of warping parameters corresponding to several previous warping algorithms have the same error. We also analyze several partitioning schemes to determine which produces the least maximum error using the least number of partitions. Finally, we show how warping and partitioning can be combined for interactive rendering of low error shadows in scenes with a high depth range.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism - Color, Shading, Shadowing and Textureen_US
dc.titleWarping and Partitioning for Low Error Shadow Mapsen_US
dc.description.seriesinformationSymposium on Renderingen_US


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