Set operations on polyhedra using binary space partitioning trees
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Near real-time shadow generation using BSP trees
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Camera Calibration by Vanishing Lines for 3-D Computer Vision
IEEE Transactions on Pattern Analysis and Machine Intelligence
Radiosity and realistic image synthesis
Radiosity and realistic image synthesis
Obtaining base edge correspondence in stereo images via quantitative measures along C-diagonals
Pattern Recognition Letters
3d Computer Graphics
Radiosity and Global Illumination
Radiosity and Global Illumination
IEEE Computer Graphics and Applications
Soft Shadow Maps for Linear Lights
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Rapid shadow generation in real-world lighting environments
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Shadow penumbras for complex objects by depth-dependent filtering of multi-layer depth images
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
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This paper presents a novel image-based approach to generating object shadows. Previous approaches of shadow generation are usually based on 3D geometry. In this paper, we present a method of deriving accurate shadows of a 3D object using multiple images without 3D reconstruction. For each view of the scene, the object shadows due to a linear light source connecting the two view points can be generated. The shadow generation is accomplished by identifying shadow region in an image with respect to some reference points on a base plane. The proposed approach uses view-invariant cross ratio and some geometric properties associated with perspective projection. It is also extended to generate shadows for more general scenes where multiple objects and multiple projection planes on which object shadows are to be cast are involved. Experiments show that the shadows generated for both real and synthetic scenes are satisfactory and the computation is efficient.