An Optimized Soft Shadow Volume Algorithm with Real-Time Performance
dc.contributor.author | Assarsson, Ulf | en_US |
dc.contributor.author | Dougherty, Michael | en_US |
dc.contributor.author | Mounier, Michael | en_US |
dc.contributor.author | Akenine-Möller, Tomas | en_US |
dc.contributor.editor | M. Doggett and W. Heidrich and W. Mark and A. Schilling | en_US |
dc.date.accessioned | 2013-10-28T10:01:28Z | |
dc.date.available | 2013-10-28T10:01:28Z | |
dc.date.issued | 2003 | en_US |
dc.description.abstract | In this paper, we present several optimizations to our previously presented soft shadow volume algorithm. Our optimizations include tighter wedges, heavily optimized pixel shader code for both rectangular and spherical light sources, a frame buffer blending technique to overcome the limitation of 8-bit frame buffers, and a simple culling algorithm. These together give real-time performance, and for simple models we get frame rates of over 150 fps. For more complex models 50 fps is normal. In addition to optimizations, two simple techniques for improving the visual quality are also presented. | en_US |
dc.description.seriesinformation | Graphics Hardware | en_US |
dc.identifier.isbn | 1-58113-739-1 | en_US |
dc.identifier.issn | 1727-3471 | en_US |
dc.identifier.uri | https://doi.org/10.2312/EGGH03/033-040 | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | I.3.7 [Computer Graphics] | en_US |
dc.subject | Three Dimensional Graphics and Realism | en_US |
dc.subject | Color | en_US |
dc.subject | Shading | en_US |
dc.subject | Shadowing | en_US |
dc.subject | Texture | en_US |
dc.title | An Optimized Soft Shadow Volume Algorithm with Real-Time Performance | en_US |