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dc.contributor.authorAszódi, Barnabásen_US
dc.contributor.authorSzirmay-Kalos, Lászlóen_US
dc.contributor.editorDieter Fellner and Charles Hansenen_US
dc.date.accessioned2015-07-19T17:09:24Z
dc.date.available2015-07-19T17:09:24Z
dc.date.issued2006en_US
dc.identifier.urihttp://dx.doi.org/10.2312/egs.20061026en_US
dc.description.abstractThis 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.publisherThe Eurographics Associationen_US
dc.titleReal-time Soft Shadows with Shadow Accumulationen_US
dc.description.seriesinformationEG Short Papersen_US
dc.description.sectionheadersSession 1 c: Rendering Shadowsen_US
dc.identifier.doi10.2312/egs.20061026en_US
dc.identifier.pages53-56en_US


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