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dc.contributor.authorGerhards, Julienen_US
dc.contributor.authorMora, Frédéricen_US
dc.contributor.authorAveneau, Lilianen_US
dc.contributor.authorGhazanfarpour, Djamchiden_US
dc.contributor.editorOlga Sorkine-Hornung and Michael Wimmeren_US
dc.date.accessioned2015-04-16T07:45:58Z
dc.date.available2015-04-16T07:45:58Z
dc.date.issued2015en_US
dc.identifier.urihttp://dx.doi.org/10.1111/cgf.12583en_US
dc.description.abstractReal-time shadows remain a challenging problem in computer graphics. In this context, shadow algorithms generally rely either on shadow mapping or shadow volumes. This paper rediscovers an old class of algorithms that build a binary space partition over the shadow volumes. For almost 20 years, such methods have received little attention as they have been considered lacking of both robustness and efficiency. We show that these issues can be overcome, leading to a simple and robust shadow algorithm. Hence we demonstrate that this kind of approach can reach a high level of performance. Our algorithm uses a new partitioning strategy which avoids any polygon clipping. It relies on a Ternary Object Partitioning tree, a new data structure used to find if an image point is shadowed. Our method works on a triangle soup and its memory footprint is fixed. Our experiments show that it is efficient and robust, including for finely tessellated models.en_US
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectColoren_US
dc.subjectshadingen_US
dc.subjectshadowingen_US
dc.subjectand textureen_US
dc.titlePartitioned Shadow Volumesen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.sectionheadersReal-Time Rendering & Quantizationen_US
dc.description.volume34en_US
dc.description.number2en_US
dc.identifier.doi10.1111/cgf.12583en_US
dc.identifier.pages549-559en_US


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