نتایج جستجو برای: shadow 50 light

تعداد نتایج: 848769  

2010
Sashidhar Guntury P. J. Narayanan

We present fast ray tracing of dynamic scenes in this paper with primary and shadow rays. We present a GPUfriendly strategy to bring coherency to shadow rays, based on previous work on grids as acceleration structures. We introduce indirect mapping of threads to rays to improve the performance of ray tracing on the GPU for the traversal and intersection steps. We also construct a light frustum ...

2002
Zhengming Ying Min Tang Jinxiang Dong

Shadow mapping has been a popular way of generating shadows in real-time applications, but it is still incapable of generating realistic real time soft shadows for area light. There is an algorithm for generating soft shadows for linear light with few samples, but the algorithm is not suitable for area light. In this article, the author presents a modified method to the shadow mapping algorithm...

Journal: :Journal of vision 2012
Sieu K Khuu Shazaan Khambiye Jack Phu

Cast shadows are ubiquitous in the visual scene and they inform greatly about the scene's three-dimensional spatial layout. In the present study we investigated the ability of the visual system to detect the structural form of cast shadows using Glass patterns consisting of local dot-pairs or dipoles oriented appropriately to convey global structure. "Cast shadow" Glass patterns were constructe...

Journal: :J. Graphics Tools 2008
Byungmoon Kim Kihwan Kim Greg Turk

Since precise shadows can be generated in real-time, graphics applications often use the shadow volume algorithm. This algorithm was limited to manifold casters, but recently has been extended to general non-manifold casters with oriented triangles. We provide a further extension to general non-manifold meshes and an additional extension to shadows of transparent casters. To achieve these, we f...

2011
Hoshang Kolivand Mohd Shahrizal Sunar Yousef Farhang Haniyeh Fattahi

Two of the best methods to recognize silhouette to create real-time volume shadow in virtual environment are described in this paper. Volume shadow algorithm is implemented for virtual environment with moveable illuminated light source. Triangular method and the Visible-non visible method are introduced. The recent traditional silhouette detection and implementation techniques used in volume sh...

2007
Fan Zhang Hanqiu Sun Chong Zhao Lifeng Wang

Shadow mapping has been extensively used for real-time shadow rendering in 3D computer games, though it suffers from the inherent aliasing problems due to its image-based nature. The aliasing errors in shadow mapping consist of perspective aliasing error and projection aliasing error. In this paper, we propose a novel shadow-map reparameterization to reduce perspective aliasing for varying view...

2004
Timo Aila Samuli Laine

In this paper we abandon the regular structure of shadow maps. Instead, we transform the visible pixels P(x,y,z) from screen space to the image plane of a light source P′(x′,y′,z′). The (x′,y′) are then used as sampling points when the geometry is rasterized into the shadow map. This eliminates the resolution issues that have plagued shadow maps for decades, e.g., jagged shadow boundaries. Inco...

2015
Ji Huang Zongbo Huang John Kim Michael King Xuyang Ma Matteo Maggiori Hyun Song

Tightening financial regulation squeezes banking activities into the shadow banking sector, which may hurt financial stability and production (Plantin, 2014). Unlike Plantin’s work, we investigate regulations that reduce banks’ leverage and dampen financial amplification effects. Moreover, our paper studies the trade-off between economic growth and financial stability in light of shadow banking...

2010
Mohd Shahrizal Sunar Zakiah Noh

The most challenging task in developing Augmented Reality (AR) applications is to make virtual objects mixed harmoniously with the real scene. To achieve photorealistic AR environment, three key issues must be emphasized namely consistency of geometry, illumination and time. Shadow is an essential element to improve visual perception and realism. Without shadow, virtual objects will appear like...

2017
Márcio Cerqueira de Farias Macedo Antônio L. Apolinário

Physically-based accurate soft shadows are typically computed by the evaluation of a visibility function over several point light sources which approximate an area light source. This visibility evaluation is computationally expensive for hundreds of light source samples, providing performance far from real-time. One solution to reduce the computational cost of the visibility evaluation is to ad...

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