Show simple item record

dc.contributor.authorBán, Róberten_US
dc.contributor.authorBálint, Csabaen_US
dc.contributor.authorValasek, Gáboren_US
dc.contributor.editorCignoni, Paolo and Miguel, Ederen_US
dc.date.accessioned2019-05-05T17:50:29Z
dc.date.available2019-05-05T17:50:29Z
dc.date.issued2019
dc.identifier.issn1017-4656
dc.identifier.urihttps://doi.org/10.2312/egs.20191021
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/egs20191021
dc.description.abstractThis paper presents two algorithms to incorporate spherical and general area lights into scenes defined by signed distance functions. The first algorithm employs an efficient approximation to the contribution of spherical lights to direct illumination and renders them at real-time rates. The second algorithm is of superior quality at a higher computational cost which is better suited for interactive rates. Our results are compared to both real-time soft shadow algorithms and a ground truth obtained by Monte Carlo integration. We show in these comparisons that our real-time solution computes more accurate shadows while the more demanding variant outperforms Monte Carlo integration at the expense of accuracy.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectComputing methodologies
dc.subjectRay tracing
dc.subjectComputer graphics
dc.titleArea Lights in Signed Distance Function Scenesen_US
dc.description.seriesinformationEurographics 2019 - Short Papers
dc.description.sectionheadersRendering
dc.identifier.doi10.2312/egs.20191021
dc.identifier.pages85-88


Files in this item

Thumbnail

This item appears in the following Collection(s)

Show simple item record