نتایج جستجو برای: avoiding shadow of light

تعداد نتایج: 21203153  

1999
Harlen Costa Batagelo Ilaim Costa Júnior

This paper describes a real-time shadow generation algorithm for polygonal environments illuminated by movable point light sources. The main goal is to quickly reduce the number of hidden shadow volumes, by using a technique of volumetric shadow rendering using stencil buffers with a modified BSP tree, i.e. a simplified version of a SVBSP (Shadow Volume BSP) tree. It also provides new easy-to-i...

Journal: :Journal of Public Administration Research and Theory 2005

2013
Ashraful Huq Suny Nasrin Hakim Mithila

Due to obstruction by an object light from a source cannot reach the area and creates shadow on that area. Shadows often introduce errors in the performance of computer vision algorithms, such as object detection and tracking. Thus shadow detection and removal is a pre-processing task in these fields. This paper proposes a simple method to detect and remove shadows from a single RGB image. A sh...

2005
Katrien Jacobs Jean-Daniel Nahmias Cameron Angus Alex Reche Martinez Céline Loscos Anthony Steed

In the context of mixed reality, it is difficult to simulate shadow interaction between real and virtual objects when only an approximate geometry of the real scene and the light source is known. In this paper, we present a realtime rendering solution to simulate colour-consistent virtual shadows in a real scene. The rendering consists of a three-step mechanism: shadow detection, shadow protect...

2003
Eric Chan Frédo Durand

We present a new method for real-time rendering of shadows in dynamic scenes. Our approach builds on the shadow map algorithm by attaching geometric primitives that we call “smoothies” to the objects’ silhouettes. The smoothies give rise to fake shadows that appear qualitatively like soft shadows, without the cost of densely sampling an area light source. The soft shadow edges hide objectionabl...

2012
Venceslas Biri

Rendering mist, haze or fog remains a challenge in current computer graphics since it is intrinsically a 3D problem. While the attenuation caused by fog is easy to implement, single scattering effects such as glows and shafts of light, that increase considerably the realism, are harder to render in realtime. This paper addresses the rendering of such effects along with volumetric shadows induce...

2007
Samuli Laine Hannu Saransaari Janne Kontkanen Jaakko Lehtinen Timo Aila

We present a method for rendering single-bounce indirect illumination in real time on currently available graphics hardware. The method is based on the instant radiosity algorithm, where virtual point lights (VPLs) are generated by casting rays from the primary light source. Hardware shadow maps are then employed for determining the indirect illumination from the VPLs. Our main contribution is ...

نمودار تعداد نتایج جستجو در هر سال

با کلیک روی نمودار نتایج را به سال انتشار فیلتر کنید