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ACM Transactions on Graphics (TOG)
Algorithms in combinatorial geometry
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Near real-time shadow generation using BSP trees
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
An efficient algorithm for hidden surface removal
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Computing the Aspect Graph for Line Drawings of Polyhedral Objects
IEEE Transactions on Pattern Analysis and Machine Intelligence
Adaptive mesh generation for global diffuse illumination
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Efficiently Computing and Representing Aspect Graphs of Polyhedral Objects
IEEE Transactions on Pattern Analysis and Machine Intelligence
A rapid hierarchical radiosity algorithm
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Computing the antipenumbra of an area light source
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Discontinuity Meshing for Accurate Radiosity
IEEE Computer Graphics and Applications
Combining hierarchical radiosity and discontinuity meshing
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A fast shadow algorithm for area light sources using backprojection
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The hemi-cube: a radiosity solution for complex environments
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Shadow algorithms for computer graphics
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An Analytic Approach to Illumination with Area Light Sources
An Analytic Approach to Illumination with Area Light Sources
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Structured sampling and reconstruction of illumination for image synthesis
A fast shadow algorithm for area light sources using backprojection
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
The visibility skeleton: a powerful and efficient multi-purpose global visibility tool
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
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SCG '97 Proceedings of the thirteenth annual symposium on Computational geometry
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Proceedings of the 25th annual conference on Computer graphics and interactive techniques
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ACM Transactions on Graphics (TOG)
Shadow volume reconstruction from depth maps
ACM Transactions on Graphics (TOG)
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Efficient image-based methods for rendering soft shadows
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
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VRST '00 Proceedings of the ACM symposium on Virtual reality software and technology
ACM Transactions on Graphics (TOG)
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Forward area light map projection
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IEEE Transactions on Visualization and Computer Graphics
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ACM SIGGRAPH 2005 Papers
SCG '07 Proceedings of the twenty-third annual symposium on Computational geometry
Real-time, all-frequency shadows in dynamic scenes
ACM SIGGRAPH 2008 papers
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Computational Geometry: Theory and Applications
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Proceedings of the Conference on High Performance Graphics 2009
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Shadow penumbras for complex objects by depth-dependent filtering of multi-layer depth images
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A real-time beam tracer with application to exact soft shadows
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
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This paper describes a fast, practical algorithm to compute the shadow boundaries in a polyhedral scene illuminated by a polygonal light source. The shadow boundaries divide the faces of the scene into regions such that the structure or “aspect” of the visible area of the light source is constant within each region. The paper also describes a fast, practical algorithm to compute the structure of the visible light source in each region. Both algorithms exploit spatial coherence and are the most efficient yet developed.Given the structure of the visible light source in a region, queries of the form “What specific areas of the light source are visible?” can be answered almost instantly from any point in the region. This speeds up by several orders of magnitude the accurate computation of first level diffuse reflections due to an area light source. Furthermore, the shadow boundaries form a good initial decomposition of the scene for global illumination computations.