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dc.contributor.authorBikker, Jaccoen_US
dc.contributor.authorReijerse, Roelen_US
dc.contributor.editorP. Alliez and M. Magnoren_US
dc.date.accessioned2015-07-09T11:07:38Z
dc.date.available2015-07-09T11:07:38Z
dc.date.issued2009en_US
dc.identifier.urihttp://dx.doi.org/10.2312/egs.20091050en_US
dc.description.abstractIn this short paper, we present a caching scheme for low-frequent shading information. The scheme consists of a precalculated, carefully constructed sparse set of points, the density of which adapts to local shading requirements, which we estimate by calculating the ambient occlusion. This fixed set of points is then used to store shading information. This shading information is calculated once, or updated prior to rendering each frame. Finally, during rendering, the shading information stored in the point set is used to estimate shading for any point in the scene using interpolation. We apply this scheme to render soft shadows and indirect lighting in a real-time ray traced game environment.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleA Precalculated Point Set for Caching Shading Informationen_US
dc.description.seriesinformationEurographics 2009 - Short Papersen_US
dc.description.sectionheadersRenderingen_US
dc.identifier.doi10.2312/egs.20091050en_US
dc.identifier.pages65-68en_US


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