A Computational Approach to Edge Detection
IEEE Transactions on Pattern Analysis and Machine Intelligence
Fast spheres, shadows, textures, transparencies, and image enhancements in pixel
Advances in computer graphics I
Rendering antialiased shadows with depth maps
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
IEEE Computer Graphics and Applications
Near real-time shadow generation using BSP trees
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Hidden surface removal using polygon area sorting
Tutorial: computer graphics; image synthesis
Fast shadows and lighting effects using texture mapping
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
I3D '92 Proceedings of the 1992 symposium on Interactive 3D graphics
View interpolation for image synthesis
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
A fast shadow algorithm for area light sources using backprojection
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Fast computation of shadow boundaries using spatial coherence and backprojections
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Shadow volume BSP trees for computation of shadows in dynamic scenes
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Adaptive isocurve-based rendering for freeform surfaces
ACM Transactions on Graphics (TOG)
Multi-pass pipeline rendering: realism for dynamic environments
Proceedings of the 1997 symposium on Interactive 3D graphics
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Fast calculation of soft shadow textures using convolution
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Adding shadows to a texture-based volume renderer
VVS '98 Proceedings of the 1998 IEEE symposium on Volume visualization
Shadow algorithms for computer graphics
SIGGRAPH '77 Proceedings of the 4th annual conference on Computer graphics and interactive techniques
IEEE Computer Graphics and Applications
Efficient Shadow Computations in Ray Tracing
IEEE Computer Graphics and Applications
Edge Inference with Applications to Antialiasing
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
Decoupling polygon rendering from geometry using rasterization hardware
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Real-time shadows for animated crowds in virtual cities
VRST '01 Proceedings of the ACM symposium on Virtual reality software and technology
Interactive shadow generation in complex environments
ACM SIGGRAPH 2003 Papers
Penumbra maps: approximate soft shadows in real-time
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Rendering fake soft shadows with smoothies
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Graphics programming methods
Hardware-determined feature edges
Proceedings of the 3rd international symposium on Non-photorealistic animation and rendering
A real-time shadow approach for an augmented reality application using shadow volumes
Proceedings of the ACM symposium on Virtual reality software and technology
MPEG-4 based real-time shadows
Proceedings of the 12th annual ACM international conference on Multimedia
Photorealism or/and non-photorealism in augmented reality
VRCAI '04 Proceedings of the 2004 ACM SIGGRAPH international conference on Virtual Reality continuum and its applications in industry
A Method to Generate Soft Shadows Using a Layered Depth Image and Warping
IEEE Transactions on Visualization and Computer Graphics
A hierarchical shadow volume algorithm
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
CAD and Graphics: A new approach for construction and rendering of dynamic light shaft
Computers and Graphics
High-realistic and flexible virtual presenters
AMDO'10 Proceedings of the 6th international conference on Articulated motion and deformable objects
Real time volumetric shadows using polygonal light volumes
Proceedings of the Conference on High Performance Graphics
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
An efficient method for rendering detailed soft shadow
Edutainment'06 Proceedings of the First international conference on Technologies for E-Learning and Digital Entertainment
Tessellation-Independent Smooth Shadow Boundaries
Computer Graphics Forum
An efficient hybrid shadow rendering algorithm
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Warping and partitioning for low error shadow maps
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
A case study: visualizing material point method data
EUROVIS'06 Proceedings of the Eighth Joint Eurographics / IEEE VGTC conference on Visualization
Imperfect voxelized shadow volumes
Proceedings of the 5th High-Performance Graphics Conference
Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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Current graphics hardware can be used to generate shadows using either the shadow volume or shadow map techniques. However, the shadow volume technique requires access to a representation of the scence as a polygonal model, and handling the near plane clip correctly and efficiently is difficult; conversely, accurate shadow maps require high-precision texture map data representations, but these are not widely supported.We present a hybird of the shadow map and shadow volume approaches which does not have these difficulties and leverages high-performance polygon rendering. The scene is rendered from the point of view of the light source and a sampled depth map is recovered. Edge detection and a template-based reconstruction technique are used to generate a global shadow volume boundary surface, after which the pixels in shadow can be marked using only a one-bit stencil buffer and a single-pass rendering of the shadow volume boundary polygons. The simple form of our template-based reconstruction scheme simplifies capping the shadow volume after the near plane clip.