dc.contributor.author | Aszódi, Barnabás | en_US |
dc.contributor.author | Szirmay-Kalos, László | en_US |
dc.contributor.editor | Dieter Fellner and Charles Hansen | en_US |
dc.date.accessioned | 2015-07-19T17:09:24Z | |
dc.date.available | 2015-07-19T17:09:24Z | |
dc.date.issued | 2006 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/egs.20061026 | en_US |
dc.description.abstract | This paper presents a physically plausible soft-shadow algorithm that can be executed real-time by current GPUs. The method works with a single shadow map, requires no pre- or post-processing, and can also handle self shadowing. The main novelty of the method is in the interpretation of the shadow map. A lexel with depth information is considered as the geometric definition of an elementary shadow caster. When the shadowing of a point is computed, the algorithm decides whether these elementary casters occlude the light source area from the shaded point, and the shadowing factors of the elementary casters are accumulated. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.title | Real-time Soft Shadows with Shadow Accumulation | en_US |
dc.description.seriesinformation | EG Short Papers | en_US |
dc.description.sectionheaders | Session 1 c: Rendering Shadows | en_US |
dc.identifier.doi | 10.2312/egs.20061026 | en_US |
dc.identifier.pages | 53-56 | en_US |