Clustered deep shadow maps for integrated polyhedral and volume rendering

0Citations
Citations of this article
6Readers
Mendeley users who have this article in their library.
Get full text

Abstract

This paper presents a hardware-accelerated approach for shadow computation in scenes containing both complex volumetric objects and polyhedral models. Our system is the first hardware accelerated complete implementation of deep shadow maps, which unifies the computation of volumetric and geometric shadows. Up to now such unified computation was limited to software-only rendering . Previous hardware accelerated techniques can handle only geometric or only volumetric scenes - both resulting in the loss of important properties of the original concept. Our approach supports interactive rendering of polyhedrally bounded volumetric objects on the GPU based on ray casting. The ray casting can be conveniently used for both the shadow map computation and the rendering. We show how anti-aliased high-quality shadows are feasible in scenes composed of multiple overlapping translucent objects, and how sparse scenes can be handled efficiently using clustered deep shadow maps. © 2012 Springer-Verlag.

Cite

CITATION STYLE

APA

Bornik, A., Knecht, W., Hadwiger, M., & Schmalstieg, D. (2012). Clustered deep shadow maps for integrated polyhedral and volume rendering. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 7431 LNCS, pp. 314–325). https://doi.org/10.1007/978-3-642-33179-4_31

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free