Dynamic Anisotropic Occlusion
Abstract
We present a new real-time shadow rendering approach whose kernel is a hierarchical disk-based approximation to the scene geometry. We show that this approximated representation greatly accelerates the visibility inquiry, facilitating the real-time computation of anisotropic occlusion in GPU. By taking account of anisotropic occlusion, our approach can simulate the shadow cast from not only ambient light, but also point, directional and environment lights. Because no pre-computation is required, it is suitable for dynamically deforming objects.
BibTeX
@inproceedings {10.2312:egs.20061024,
booktitle = {EG Short Papers},
editor = {Dieter Fellner and Charles Hansen},
title = {{Dynamic Anisotropic Occlusion}},
author = {Gong, Yi and Zhang, Yubo and Chen, Wei and Peng, Qunsheng},
year = {2006},
publisher = {The Eurographics Association},
DOI = {10.2312/egs.20061024}
}
booktitle = {EG Short Papers},
editor = {Dieter Fellner and Charles Hansen},
title = {{Dynamic Anisotropic Occlusion}},
author = {Gong, Yi and Zhang, Yubo and Chen, Wei and Peng, Qunsheng},
year = {2006},
publisher = {The Eurographics Association},
DOI = {10.2312/egs.20061024}
}