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dc.contributor.authorGong, Yien_US
dc.contributor.authorZhang, Yuboen_US
dc.contributor.authorChen, Weien_US
dc.contributor.authorPeng, Qunshengen_US
dc.contributor.editorDieter Fellner and Charles Hansenen_US
dc.date.accessioned2015-07-19T17:09:23Z
dc.date.available2015-07-19T17:09:23Z
dc.date.issued2006en_US
dc.identifier.urihttp://dx.doi.org/10.2312/egs.20061024en_US
dc.description.abstractWe 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.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleDynamic Anisotropic Occlusionen_US
dc.description.seriesinformationEG Short Papersen_US
dc.description.sectionheadersSession 1 c: Rendering Shadowsen_US
dc.identifier.doi10.2312/egs.20061024en_US
dc.identifier.pages43-47en_US


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