Tessellation-Independent Smooth Shadow Boundaries

dc.contributor.authorMattausch, Oliveren_US
dc.contributor.authorScherzer, Danielen_US
dc.contributor.authorWimmer, Michaelen_US
dc.contributor.authorIgarashi, Takeoen_US
dc.contributor.editorFredo Durand and Diego Gutierrezen_US
dc.date.accessioned2015-02-28T07:35:42Z
dc.date.available2015-02-28T07:35:42Z
dc.date.issued2012en_US
dc.description.abstractWe propose an efficient and light-weight solution for rendering smooth shadow boundaries that do not reveal the tessellation of the shadow-casting geometry. Our algorithm reconstructs the smooth contours of the underlying mesh and then extrudes shadow volumes from the smooth silhouettes to render the shadows. For this purpose we propose an improved silhouette reconstruction using the vertex normals of the underlying smooth mesh. Then our method subdivides the silhouette loops until the contours are sufficiently smooth and project to smooth shadow boundaries. This approach decouples the shadow smoothness from the tessellation of the geometry and can be used to maintain equally high shadow quality for multiple LOD levels. It causes only a minimal change to the fill rate, which is the well-known bottleneck of shadow volumes, and hence has only small overhead.en_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume31
dc.identifier.doi10.1111/j.1467-8659.2012.03142.x
dc.identifier.issn1467-8659en_US
dc.identifier.urihttps://doi.org/10.1111/j.1467-8659.2012.03142.xen_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltd.en_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectI.3.5 [Computer Graphics]en_US
dc.subjectComputational Geometry and Object Modelingen_US
dc.subjectKeywordsen_US
dc.subjectrealen_US
dc.subjecttime shadowsen_US
dc.subjectsilhouettesen_US
dc.subjectshadow volumesen_US
dc.titleTessellation-Independent Smooth Shadow Boundariesen_US
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