dc.contributor.author | Hertel, Stefan | en_US |
dc.contributor.author | Hormann, Kai | en_US |
dc.contributor.author | Westermann, Rüdiger | en_US |
dc.contributor.editor | D. Ebert and J. Krüger | en_US |
dc.date.accessioned | 2015-07-09T10:51:20Z | |
dc.date.available | 2015-07-09T10:51:20Z | |
dc.date.issued | 2009 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/ega.20091009 | en_US |
dc.description.abstract | We 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.publisher | The Eurographics Association | en_US |
dc.title | A Hybrid GPU Rendering Pipeline for Alias-Free Hard Shadows | en_US |
dc.description.seriesinformation | Eurographics 2009 - Areas Papers | en_US |
dc.description.sectionheaders | Computational Graphics | en_US |
dc.identifier.doi | 10.2312/ega.20091009 | en_US |
dc.identifier.pages | 59-66 | en_US |