نتایج جستجو برای: avoiding shadow of light

تعداد نتایج: 21203153  

2008
Andrew Lauritzen Michael D. McCool

Real-Time (60fps @ 1920x1200) Shadows Produced Using Our Algorithm Variance shadow maps (VSMs) provide an e cient way to produce highquality, ltered shadows in real-time, but su er from light bleeding artifacts. Layered variance shadow maps automatically partition the depth range into multiple layers, which alleviates or eliminates light bleeding artifacts. Compared to VSMs, LVSMs: • Reduce or ...

2003
Ulf Assarsson

Rendering of shadows is a very important ingredient in three-dimensional graphics since they increase the level of realism and provide cues to spatial relationships. Area or volumetric light sources give rise to so called soft shadows, i.e., there is a smooth transition from no shadow to full shadow. For hard shadows, which are generated by point light sources, the transition is abrupt. Since a...

2013
Michal Ferko

We present an approach to efficiently reduce shadow map resolution while retaining high quality hard shadows. In the first step, we generate a list of sample points that are seen from the camera and then project these into light space, much like Alias-free Shadow Maps. In the next step, we analyze the list of sample points on the GPU to construct a tight light frustum for shadow rendering. Afte...

Journal: :Comput. Graph. Forum 2008
Erik Sintorn Elmar Eisemann Ulf Assarsson

This paper introduces an accurate real-time soft shadow algorithm that uses sample based visibility. Initially, we present a GPU-based alias-free hard shadow map algorithm that typically requires only a single render pass from the light, in contrast to using depth peeling and one pass per layer. For closed objects, we also suppress the need for a bias. The method is extended to soft shadow samp...

In this paper, the scattering of a plane monochromatic electromagnetic wave from a nanowire with circular cross-section in the transverse electric (TE) mode is simulated using the well-known Stratton-Chu surface integral equations. For an ordinary dielectric nanowire the refraction phenomenon is nicely simulated. In the case of a plasmonic nanowire no sign of surface plasmon excitation and prop...

2002
Takeshi Naemura T. Nitta A. Mimura Hiroshi Harashima

We propose the concepts of Virtual Light and Virtual Shadow with the aim of achieving a Mixed Reality Environment focused on shadows. In this proposal, we divide the concept of Virtual Shadow into four categories, and among them, implement four types of interactive applications: ( a) real to virtual shadow for rigid objects, (b) real to virtual shadow for non-rigid objects, ( c ) image-based vi...

Journal: :Perception 1997
D Kersten P Mamassian D C Knill

Phenomenally strong visual illusions are described in which the motion of an object's cast shadow determines the perceived 3-D trajectory of the object. Simply adjusting the motion of a shadow is sufficient to induce dramatically different apparent trajectories of the object casting the shadow. Psychophysical results obtained with the use of 3-D graphics are reported which show that: (i) the in...

پایان نامه :وزارت علوم، تحقیقات و فناوری - دانشگاه پیام نور - دانشگاه پیام نور استان تهران - دانشکده ادبیات و علوم انسانی 1388

the purpose of this study was to investigate how english language teachers in mashhad who teach students in the pre-university cycle perceived the impact of the efltee on their teaching. the target population was nearly all pre-university english language teachers in seven districts of mashhad in the scholastic year 2008/2009. a survey questionnaire which consisted of (36) likert type items, wa...

2005
Brandon Lloyd Sung-eui Yoon David Tuft Dinesh Manocha

Figure 1: Comparison between trapezoidal shadow maps (TSMs) and subdivided shadow maps. a) TSM with 1K×1K shadow map, b) TSM with 4K×4K shadow map, and c) 1K×1K subdivided shadow map. This configuration with a small angle between the light and view directions is difficult for prior methods. Even with the largest shadow map that can be allocated on current hardware, TSMs are not able to match th...

Journal: :J. Graphics, GPU, & Game Tools 2002
Stefan Brabec Thomas Annen Hans-Peter Seidel

In this paper we propose several methods that can greatly improve image quality when using the shadow mapping algorithm. Shadow artifacts introduced by shadow mapping are mainly due to low resolution shadow maps and/or the limited numerical precision used when performing the shadow test. These problems especially arise when the light source’s viewing frustum, from which the shadow map is genera...

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