SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Footprint evaluation for volume rendering
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
VVS '94 Proceedings of the 1994 symposium on Volume visualization
Computer graphics (2nd ed. in C): principles and practice
Computer graphics (2nd ed. in C): principles and practice
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
Eliminating popping artifacts in sheet buffer-based splatting
Proceedings of the conference on Visualization '98
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
VVS '89 Proceedings of the 1989 Chapel Hill workshop on Volume visualization
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
A practical evaluation of popular volume rendering algorithms
VVS '00 Proceedings of the 2000 IEEE symposium on Volume visualization
An improved illumination model for shaded display
Communications of the ACM
FastSplats: optimized splatting on rectilinear grids
Proceedings of the conference on Visualization '00
Shadow algorithms for computer graphics
SIGGRAPH '77 Proceedings of the 4th annual conference on Computer graphics and interactive techniques
Volumetric shadows using splatting
Proceedings of the conference on Visualization '02
Interactive translucent volume rendering and procedural modeling
Proceedings of the conference on Visualization '02
Splatting Errors and Antialiasing
IEEE Transactions on Visualization and Computer Graphics
High-Quality Splatting on Rectilinear Grids with Efficient Culling of Occluded Voxels
IEEE Transactions on Visualization and Computer Graphics
Multidimensional Transfer Functions for Interactive Volume Rendering
IEEE Transactions on Visualization and Computer Graphics
IEEE Computer Graphics and Applications
Casting curved shadows on curved surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Texture splats for 3D scalar and vector field visualization
VIS '93 Proceedings of the 4th conference on Visualization '93
VG'01 Proceedings of the 2001 Eurographics conference on Volume Graphics
A Fast High Accuracy Volume Renderer for Unstructured Data
VV '04 Proceedings of the 2004 IEEE Symposium on Volume Visualization and Graphics
A Method to Generate Soft Shadows Using a Layered Depth Image and Warping
IEEE Transactions on Visualization and Computer Graphics
Vicinity Shading for Enhanced Perception of Volumetric Data
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
A practical self-shadowing algorithm for interactive hair animation
GI '05 Proceedings of Graphics Interface 2005
GPU-accelerated deep shadow maps for direct volume rendering
GH '06 Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Advanced illumination techniques for GPU volume raycasting
ACM SIGGRAPH ASIA 2008 courses
Advanced illumination techniques for GPU-based volume raycasting
ACM SIGGRAPH 2009 Courses
Technical Section: Viewpoint information channel for illustrative volume rendering
Computers and Graphics
A simple, efficient method for real-time simulation of smoke shadow
ICAT'06 Proceedings of the 16th international conference on Advances in Artificial Reality and Tele-Existence
Instant convolution shadows for volumetric detail mapping
ACM Transactions on Graphics (TOG)
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This paper describes an efficient algorithm to model the light attenuation due to a participating media with low albedo. Here, we consider the light attenuation along a ray, as well as the light attenuation emanating from a surface. The light attenuation is modeled using a splatting volume renderer for both the viewer and the light source. During the rendering, a 2D shadow buffer accumulates the light attenuation. We first summarize the basic shadow algorithm using splatting [30]. Then, an extension of the basic shadow algorithm for projective textured light sources is described. The main part of this paper is an analytic soft shadow algorithm based on convolution techniques. We describe and discuss the soft shadow algorithm, and generate soft shadows, including umbra and penumbra, for extended light sources.