Opacity Shadow Maps

dc.contributor.authorKim, Tae-Yongen_US
dc.contributor.authorNeumann, Ulrichen_US
dc.contributor.editorS. J. Gortle and K. Myszkowskien_US
dc.date.accessioned2014-01-27T13:49:11Z
dc.date.available2014-01-27T13:49:11Z
dc.date.issued2001en_US
dc.description.abstractOpacity shadow maps approximate light transmittance inside a complex volume with a set of planar opacity maps. A volume made of standard primitives (points, lines, and polygons) is sliced and rendered with graphics hardware to each opacity map that stores alpha values instead of traditionally used depth values. The alpha values are sampled in the maps enclosing each primitive point and interpolated for shadow computation. The algorithm is memory efficient and extensively exploits existing graphics hardware. The method is suited for generation of self-shadows in discontinuous volumes with explicit geometry, such as foliage, fur, and hairs. Continuous volumes such as clouds and smoke may also benefit from the approach.en_US
dc.description.seriesinformationEurographics Workshop on Renderingen_US
dc.identifier.isbn3-211-83709-4en_US
dc.identifier.issn1727-3463en_US
dc.identifier.urihttps://doi.org/10.2312/EGWR/EGWR01/177-182en_US
dc.publisherThe Eurographics Associationen_US
dc.titleOpacity Shadow Mapsen_US
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