High-Quality Shadows for Streaming Terrain Rendering

dc.contributor.authorChajdas, Matthäus G.en_US
dc.contributor.authorReichl, Florianen_US
dc.contributor.authorDick, Christianen_US
dc.contributor.authorWestermann, Rüdigeren_US
dc.contributor.editorB. Bickel and T. Ritschelen_US
dc.date.accessioned2015-04-15T08:32:44Z
dc.date.available2015-04-15T08:32:44Z
dc.date.issued2015en_US
dc.description.abstractRendering of large, detailed 3D terrains on commodity hardware has become possible through the use of raycasting, data caching and prefetching. Adding dynamic shadows as they appear during a day-night cycle remais a challenge however, because shadow rendering requires access to the entire terrain, invalidating data streaming strategies. In this work we present a novel, practicable shadow rendering approach which distinguishes between near- and precomputed far-shadows to significantly reduce data access and runtime costs. While near-shadows are raytraced using the current cache content, far-shadows are precomputed and stored in a very compact format requiring approximately 3 bit per height-map sample for an entire day-night cycle.en_US
dc.description.sectionheadersRendering and Imagesen_US
dc.description.seriesinformationEG 2015 - Short Papersen_US
dc.identifier.doi10.2312/egsh.20151014en_US
dc.identifier.pages57-60en_US
dc.identifier.urihttps://doi.org/10.2312/egsh.20151014en_US
dc.publisherThe Eurographics Associationen_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.titleHigh-Quality Shadows for Streaming Terrain Renderingen_US
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