Search
Now showing items 1-2 of 2
Deep Partitioned Shadow Volumes Using Stackless and Hybrid Traversals
(The Eurographics Association, 2016)
Computing accurate hard shadows is a difficult problem in interactive rendering. Previous methods rely either on Shadow Maps or Shadow Volumes. Recently Partitioned Shadow Volumes (PSV) has been introduced. It revisits the ...
Scalable Real-Time Shadows using Clustering and Metric Trees
(The Eurographics Association, 2018)
Real-time shadow algorithms based on geometry generally produce high quality shadows. Recent works have considerably improved their efficiency. However, scalability remains an issue because these methods strongly depend ...