High-Quality Shadows for Streaming Terrain Rendering
dc.contributor.author | Chajdas, Matthäus G. | en_US |
dc.contributor.author | Reichl, Florian | en_US |
dc.contributor.author | Dick, Christian | en_US |
dc.contributor.author | Westermann, Rüdiger | en_US |
dc.contributor.editor | B. Bickel and T. Ritschel | en_US |
dc.date.accessioned | 2015-04-15T08:32:44Z | |
dc.date.available | 2015-04-15T08:32:44Z | |
dc.date.issued | 2015 | en_US |
dc.description.abstract | Rendering of large, detailed 3D terrains on commodity hardware has become possible through the use of raycasting, data caching and prefetching. Adding dynamic shadows as they appear during a day-night cycle remais a challenge however, because shadow rendering requires access to the entire terrain, invalidating data streaming strategies. In this work we present a novel, practicable shadow rendering approach which distinguishes between near- and precomputed far-shadows to significantly reduce data access and runtime costs. While near-shadows are raytraced using the current cache content, far-shadows are precomputed and stored in a very compact format requiring approximately 3 bit per height-map sample for an entire day-night cycle. | en_US |
dc.description.sectionheaders | Rendering and Images | en_US |
dc.description.seriesinformation | EG 2015 - Short Papers | en_US |
dc.identifier.doi | 10.2312/egsh.20151014 | en_US |
dc.identifier.pages | 57-60 | en_US |
dc.identifier.uri | https://doi.org/10.2312/egsh.20151014 | 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 | and texture | en_US |
dc.title | High-Quality Shadows for Streaming Terrain Rendering | en_US |
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