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dc.contributor.authorKeating, Bretten_US
dc.contributor.authorMax, Nelsonen_US
dc.contributor.editorDani Lischinski and Greg Ward Larsonen_US
dc.date.accessioned2014-01-27T13:43:52Z
dc.date.available2014-01-27T13:43:52Z
dc.date.issued1999en_US
dc.identifier.isbn3-211-83382-Xen_US
dc.identifier.issn1727-3463en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGWR/EGWR99/197-212en_US
dc.description.abstractThis paper presents an efficient algorithm for filtering multi-layer depth images (MDIs) in order to produce approximate penumbras. The filtering is performed on a MDI that represents the view from the light source. The algorithm is based upon both ray tracing and the z-buffer shadow algorithm, and is closely related to convolution methods. The method s effectiveness is demonstrated on especially complex objects such as trees, whose soft shadows are expensive to compute by other methods. The method specifically addresses the problem of light-leaking that occurs when tracing rays through discrete representations, and the inability of convolution methods to produce accurate self-shadowing effects.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleShadow Penumbras for Complex Objects by Depth-Dependent Filtering of Multi-Layer Depth Imagesen_US
dc.description.seriesinformationEurographics Workshop on Renderingen_US


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