I3D '92 Proceedings of the 1992 symposium on Interactive 3D graphics
A volumetric method for building complex models from range images
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Mesh reduction with error control
Proceedings of the 7th conference on Visualization '96
Real-time nonphotorealistic rendering
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Visual cues for imminent object contact in realistic virtual environment
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
Approximate soft shadows on arbitrary surfaces using penumbra wedges
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Perceiving Spatial Relationships in Computer-Generated Images
IEEE Computer Graphics and Applications
A Developer's Survey of Polygonal Simplification Algorithms
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
An optimized soft shadow volume algorithm with real-time performance
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
A geometry-based soft shadow volume algorithm using graphics hardware
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
A Coherent Grid Traversal Approach to Visualizing Particle-Based Simulation Data
IEEE Transactions on Visualization and Computer Graphics
Advanced illumination techniques for GPU volume raycasting
ACM SIGGRAPH ASIA 2008 courses
Advanced illumination techniques for GPU-based volume raycasting
ACM SIGGRAPH 2009 Courses
Perceptual evaluation of illumination effects in virtual environments
Proceedings of the 7th Symposium on Applied Perception in Graphics and Visualization
Technical Section: Cosine lobes for interactive direct lighting in dynamic scenes
Computers and Graphics
Concurrent volume visualization of real-time fMRI
VG'10 Proceedings of the 8th IEEE/EG international conference on Volume Graphics
Perceptual importance of lighting phenomena in rendering of animated water
ACM Transactions on Applied Perception (TAP)
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In this paper we describe an experiment to obtain information about the perceptual potential of the human visual system regarding shadow perception. Shadows play an important part for communicating spatial structures of objects to the observer. They are also essential for the overal realism of the rendered image. Unfortunately, most algorithms in computer graphics which are capable of producing realistic shadows are computationally expensive. The main idea behind the experiment is to use a simplified version of the shadow caster to generate hard and soft shadows, which would rapidly increase performance and to evaluate up to which degree a simplification is possible, without producing noticeable errors. Therefore, an experiment is performed, in which the test persons should mark the point of the just noticeable difference. First results show, that a mesh simplified to only 1% of its original complexity is capable to cast soft shadows that satisfy 90% of the test persons.