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dc.contributor.authorTan, Yu Weien_US
dc.contributor.authorChua, Nicholasen_US
dc.contributor.authorKoh, Clarenceen_US
dc.contributor.authorBhojan, Ananden_US
dc.contributor.editorLee, Sung-hee and Zollmann, Stefanie and Okabe, Makoto and Wuensche, Burkharden_US
dc.date.accessioned2020-10-29T18:39:40Z
dc.date.available2020-10-29T18:39:40Z
dc.date.issued2020
dc.identifier.isbn978-3-03868-120-5
dc.identifier.urihttps://doi.org/10.2312/pg.20201232
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/pg20201232
dc.description.abstractSigned 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.publisherThe Eurographics Associationen_US
dc.subjectComputing methodologies
dc.subjectRendering
dc.subjectRay tracing
dc.subjectApplied computing
dc.subjectComputer games
dc.titleRTSDF: Generating Signed Distance Fields in Real Time for Soft Shadow Renderingen_US
dc.description.seriesinformationPacific Graphics Short Papers, Posters, and Work-in-Progress Papers
dc.description.sectionheadersWork-in-Progress Papers
dc.identifier.doi10.2312/pg.20201232
dc.identifier.pages49-50


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