Title
Interactive shadow generation in complex environments
Abstract
We present a new algorithm for interactive generation of hard-edged, umbral shadows in complex environments with a moving light source. Our algorithm uses a hybrid approach that combines the image quality of object-precision methods with the efficiencies of image-precision techniques. We present an algorithm for computing a compact potentially visible set (PVS) using levels-of-detail (LODs) and visibility culling. We use the PVSs computed from both the eye and the light in a novel cross-culling algorithm that identifies a reduced set of potential shadow-casters and shadow-receivers. Finally, we use a combination of shadow-polygons and shadow maps to generate shadows. We also present techniques for LOD-selection to minimize possible artifacts arising from the use of LODs. Our algorithm can generate sharp shadow edges and reduces the aliasing in pure shadow map approaches. We have implemented the algorithm on a three-PC system with NVIDIA GeForce 4 cards. We achieve 7--25 frames per second in three complex environments composed of millions of triangles.
Year
DOI
Venue
2003
10.1145/1201775.882299
ACM Trans. Graph.
Keywords
Field
DocType
visible set,complex environment,light source,visibility,present technique,shadow map,sharp shadow edge,interactive shadow generation,new algorithm,nvidia geforce,shadows,interactive display,parallel rendering,level-of-detail,pure shadow map approach,umbral shadow,image quality,frames per second,shadow mapping,potentially visible set,level of detail
Potentially visible set,Computer vision,Shadow,Parallel rendering,Computer graphics (images),Computer science,Level of detail,Image quality,Shadow mapping,Aliasing,Frame rate,Artificial intelligence
Journal
Volume
Issue
ISSN
22
3
0730-0301
ISBN
Citations 
PageRank 
1-58113-709-5
22
1.92
References 
Authors
25
5
Name
Order
Citations
PageRank
Naga K. Govindaraju13331234.15
Brandon Lloyd238529.60
Sung-Eui Yoon379854.82
Avneesh Sud449930.74
Dinesh Manocha59551787.40