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DC poleHodnotaJazyk
dc.contributor.authorKnuth, Martin
dc.contributor.authorFuhrmann, Arnulph
dc.contributor.editorSkala, Václav
dc.date.accessioned2014-04-03T11:44:19Z
dc.date.available2014-04-03T11:44:19Z
dc.date.issued2005
dc.identifier.citationWSCG '2005: Full Papers: The 13-th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision 2005 in co-operation with EUROGRAPHICS: University of West Bohemia, Plzen, Czech Republic, p. 31-38.en
dc.identifier.isbn80-903100-7-9
dc.identifier.urihttp://wscg.zcu.cz/wscg2005/Papers_2005/Full/!WSCG2005_Full_Proceedings_Final.pdf
dc.identifier.urihttp://hdl.handle.net/11025/10949
dc.description.abstractIn this paper we present a method for illuminating a dynamic scene with a high dynamic range environment map with real-time or interactive frame rates, taking into account self shadowing. Current techniques require static geometry (pre-computed light transport), are limited to few and small area lights or are limited in the frequency of the shadows. We facilitate importance sampling of the environment map and GPU based shadow calculation in an efficient way. The shadows are calculated per pixel, so no highly tessellated models are necessary in opposition to other techniques. Our method provides a novel and highly efficient way for using shadow maps as data structure for visibility computations done entirely on the GPU. We achieve real-time frame rates for moderate sized models on current graphics hardware. Since we evaluate the light transport of the scene per frame, complex dynamically animated models can be rendered efficiently.en
dc.format8 s., 1 videocs
dc.format.mimetypeapplication/pdf
dc.language.isoenen
dc.publisherUNION Agencycs
dc.relation.ispartofseriesWSCG '2005: Full Papersen
dc.rights© UNION Agencyen
dc.subjectstínové algoritmycs
dc.subjectmapování prostředícs
dc.subjectprogramování grafických procesorůcs
dc.titleSelf-Shadowing of Dynamic Scenes with Environment Maps using the GPUen
dc.typekonferenční příspěvekcs
dc.typeconferenceObjecten
dc.rights.accessopenAccessen
dc.type.versionpublishedVersionen
dc.subject.translatedshadow algorithmsen
dc.subject.translatedenvironment mappingen
dc.subject.translatedgraphic processing units programmingen
dc.type.statusPeer-revieweden
dc.type.driverinfo:eu-repo/semantics/conferenceObjecten
dc.type.driverinfo:eu-repo/semantics/publishedVersionen
Vyskytuje se v kolekcích:WSCG '2005: Full Papers

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Použijte tento identifikátor k citaci nebo jako odkaz na tento záznam: http://hdl.handle.net/11025/10949

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