dc.contributor.author | Tan, Yu Wei | en_US |
dc.contributor.author | Chua, Nicholas | en_US |
dc.contributor.author | Koh, Clarence | en_US |
dc.contributor.author | Bhojan, Anand | en_US |
dc.contributor.editor | Lee, Sung-hee and Zollmann, Stefanie and Okabe, Makoto and Wuensche, Burkhard | en_US |
dc.date.accessioned | 2020-10-29T18:39:40Z | |
dc.date.available | 2020-10-29T18:39:40Z | |
dc.date.issued | 2020 | |
dc.identifier.isbn | 978-3-03868-120-5 | |
dc.identifier.uri | https://doi.org/10.2312/pg.20201232 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.2312/pg20201232 | |
dc.description.abstract | Signed Distance Fields (SDFs) for surface representation are commonly generated offline and subsequently loaded into interactive applications like games. Since they are not updated every frame, they only provide a rigid surface representation. While there are methods to generate them quickly on GPU, the efficiency of these approaches is limited at high resolutions. This paper showcases a novel technique that combines jump flooding and ray tracing to generate approximate SDFs in real-time for soft shadow approximation, achieving prominent shadow penumbras while maintaining interactive frame rates. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | Computing methodologies | |
dc.subject | Rendering | |
dc.subject | Ray tracing | |
dc.subject | Applied computing | |
dc.subject | Computer games | |
dc.title | RTSDF: Generating Signed Distance Fields in Real Time for Soft Shadow Rendering | en_US |
dc.description.seriesinformation | Pacific Graphics Short Papers, Posters, and Work-in-Progress Papers | |
dc.description.sectionheaders | Work-in-Progress Papers | |
dc.identifier.doi | 10.2312/pg.20201232 | |
dc.identifier.pages | 49-50 | |