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dc.contributor.authorWang, Lilien_US
dc.contributor.authorZhao, Qien_US
dc.contributor.authorMeng, Chunleien_US
dc.contributor.authorPopescu, Voicuen_US
dc.contributor.editorElmar Eisemann and Eugene Fiumeen_US
dc.date.accessioned2016-06-17T14:12:41Z
dc.date.available2016-06-17T14:12:41Z
dc.date.issued2016en_US
dc.identifier.isbn978-3-03868-019-2en_US
dc.identifier.issn1727-3463en_US
dc.identifier.urihttp://dx.doi.org/10.2312/sre.20161205en_US
dc.description.abstractThis paper describes an algorithm for rendering soft shadows efficiently by generalizing conventional triangle projection and rasterization from 2D to 4D. The rectangular area light source is modeled with a point light source that translates with two degrees of freedom. This generalizes the projection of triangles and of output image samples, as seen from the light, to the locus of projections as the light translates. The generalized projections are rasterized to determine a conservative set of sample/ triangle pairs, which are then examined to derive light occlusion masks for each sample. The algorithm is exact in the sense that each element of the occlusion mask of a sample is computed accurately by considering all potentially blocking triangles. The algorithm does not require any type of precomputation so it supports fully dynamic scenes. We have tested our algorithm on several scenes to render complex soft shadows accurately at interactive rates.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectColoren_US
dc.subjectshadingen_US
dc.subjectshadowingen_US
dc.subjectand textureen_US
dc.title4D-rasterization for Fast Soft Shadow Renderingen_US
dc.description.seriesinformationEurographics Symposium on Rendering - Experimental Ideas & Implementationsen_US
dc.description.sectionheadersInto the Pipelineen_US
dc.identifier.doi10.2312/sre.20161205en_US
dc.identifier.pages13-21en_US


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