TY - GEN
T1 - Clustered deep shadow maps for integrated polyhedral and volume rendering
AU - Bornik, Alexander
AU - Knecht, Wolfgang
AU - Hadwiger, Markus
AU - Schmalstieg, Dieter
N1 - KAUST Repository Item: Exported on 2020-10-01
PY - 2012
Y1 - 2012
N2 - This paper presents a hardware-accelerated approach for shadow computation in scenes containing both complex volumetric objects and polyhedral models. Our system is the first hardware accelerated complete implementation of deep shadow maps, which unifies the computation of volumetric and geometric shadows. Up to now such unified computation was limited to software-only rendering . Previous hardware accelerated techniques can handle only geometric or only volumetric scenes - both resulting in the loss of important properties of the original concept. Our approach supports interactive rendering of polyhedrally bounded volumetric objects on the GPU based on ray casting. The ray casting can be conveniently used for both the shadow map computation and the rendering. We show how anti-aliased high-quality shadows are feasible in scenes composed of multiple overlapping translucent objects, and how sparse scenes can be handled efficiently using clustered deep shadow maps. © 2012 Springer-Verlag.
AB - This paper presents a hardware-accelerated approach for shadow computation in scenes containing both complex volumetric objects and polyhedral models. Our system is the first hardware accelerated complete implementation of deep shadow maps, which unifies the computation of volumetric and geometric shadows. Up to now such unified computation was limited to software-only rendering . Previous hardware accelerated techniques can handle only geometric or only volumetric scenes - both resulting in the loss of important properties of the original concept. Our approach supports interactive rendering of polyhedrally bounded volumetric objects on the GPU based on ray casting. The ray casting can be conveniently used for both the shadow map computation and the rendering. We show how anti-aliased high-quality shadows are feasible in scenes composed of multiple overlapping translucent objects, and how sparse scenes can be handled efficiently using clustered deep shadow maps. © 2012 Springer-Verlag.
UR - http://hdl.handle.net/10754/564494
UR - http://link.springer.com/10.1007/978-3-642-33179-4_31
UR - http://www.scopus.com/inward/record.url?scp=84866636357&partnerID=8YFLogxK
U2 - 10.1007/978-3-642-33179-4_31
DO - 10.1007/978-3-642-33179-4_31
M3 - Conference contribution
SN - 9783642331787
SP - 314
EP - 325
BT - Lecture Notes in Computer Science
PB - Springer Nature
ER -