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dc.contributor.authorHertel, Stefanen_US
dc.contributor.authorHormann, Kaien_US
dc.contributor.authorWestermann, Rüdigeren_US
dc.contributor.editorD. Ebert and J. Krügeren_US
dc.date.accessioned2015-07-09T10:51:20Z
dc.date.available2015-07-09T10:51:20Z
dc.date.issued2009en_US
dc.identifier.urihttp://dx.doi.org/10.2312/ega.20091009en_US
dc.description.abstractWe present a new GPU pipeline for rendering per-pixel exact shadows that are cast by point lights and parallel lights. Our approach is hybrid in that it uses kD-tree accelerated ray-tracing to determine shadow-ray intersections, and rasterization to effectively reduce both the number of shadow rays to be traversed and the number of sub-spaces to be considered along each of these rays. To achieve this we introduce conservative shadow maps, which store a conservative estimate of the first intersection with the scene for each possible shadow ray. A novel approach to build such a map is presented, which uses rasterization to compute for every shadow-map pixel the triangles intersecting this pixel. By exploiting the rasterization capacities of recent GPUs in combination with accurate ray-triangle intersection tests, we are able to efficiently compute alias-free shadows in high-resolution and spatially extended scenes where classical shadow mapping techniques have severe difficulties.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleA Hybrid GPU Rendering Pipeline for Alias-Free Hard Shadowsen_US
dc.description.seriesinformationEurographics 2009 - Areas Papersen_US
dc.description.sectionheadersComputational Graphicsen_US
dc.identifier.doi10.2312/ega.20091009en_US
dc.identifier.pages59-66en_US


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