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Search: LAR1:lu > Chalmers University of Technology > Conference paper > Assarsson Ulf

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1.
  • Moreau, Pierre, et al. (author)
  • Photon Splatting Using a View-Sample Cluster Hierarchy
  • 2016
  • In: High-Performance Graphics 2016. - 2079-8679 .- 2079-8687. - 9783038680086
  • Conference paper (peer-reviewed)abstract
    • Splatting photons onto primary view samples, rather than gathering from a photon acceleration structure, can be a more efficient approach to evaluating the photon-density estimate in interactive applications, where the number of photons is often low compared to the number of view samples. Most photon splatting approaches struggle with large photon radii or high resolutions due to overdraw and insufficient culling. In this paper, we show how dynamic real-time diffuse interreflection can be achieved by using a full 3D acceleration structure built over the view samples and then splatting photons onto the view samples by traversing this data structure. Full dynamic lighting and scenes are possible by tracing and splatting photons, and rebuilding the acceleration structure every frame. We show that the number of view-sample/photon tests can be significantly reduced and suggest further culling techniques based on the normal cone of each node in the hierarchy. Finally, we present an approximate variant of our algorithm where photon traversal is stopped at a fixed level of our hierarchy, and the incoming radiance is accumulated per node and direction, rather than per view sample. This improves performance significantly with little visible degradation of quality.
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2.
  • Akenine-Möller, Tomas, et al. (author)
  • Approximate Soft Shadows on Arbitrary Surfaces using Penumbra Wedges
  • 2002
  • In: EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering. - 1581135343 ; , s. 297-306
  • Conference paper (peer-reviewed)abstract
    • Shadow generation has been subject to serious investigation in computer graphics, and many clever algorithms have been suggested. However, previous algorithms cannot render high quality soft shadows onto arbitrary, animated objects in real time. Pursuing this goal, we present a new soft shadow algorithm that extends the standard shadow volume algorithm by replacing each shadow quadrilateral with a new primitive, called the penumbra wedge. For each silhouette edge as seen from the light source, a penumbra wedge is created that approximately models the penumbra volume that this edge gives rise to. Together the penumbra wedges can render images that often are remarkably close to more precisely rendered soft shadows. Furthermore, our new primitive is designed so that it can be rasterized efficiently. Many real-time algorithms can only use planes as shadow receivers, while ours can handle arbitrary shadow receivers. The proposed algorithm can be of great value to, e.g., 3D computer games, especially since it is highly likely that this algorithm can be implemented on programmable graphics hardware coming out within the next year, and because games often prefer perceptually convincing shadows.
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3.
  • Assarsson, Ulf, 1972, et al. (author)
  • A Geometry-based Soft Shadow Volume Algorithm using Graphics Hardware
  • 2003
  • In: ACM Transactions on Graphics. - : Association for Computing Machinery (ACM). - 1557-7368 .- 0730-0301. ; 22:3, s. 511-520
  • Conference paper (peer-reviewed)abstract
    • Most previous soft shadow algorithms have either suffered from aliasing, been too slow, or could only use a limited set of shadow casters and/or receivers. Therefore, we present a strengthened soft shadow volume algorithm that deals with these problems. Our critical improvements include robust penumbra wedge construction, geometry-based visibility computation, and also simplified computation through a four-dimensional texture lookup. This enables us to implement the algorithm using programmable graphics hardware, and it results in images that most often are indistinguishable from images created as the average of 1024 hard shadow images. Furthermore, our algorithm can use both arbitrary shadow casters and receivers. Also, one version of our algorithm completely avoids sampling artifacts which is rare for soft shadow algorithms. As a bonus, the four-dimensional texture lookup allows for small textured light sources, and, even video textures can be used as light sources. Our algorithm has been implemented in pure software, and also using the GeForce FX emulator with pixel shaders. Our software implementation renders soft shadows at 0.5-5 frames per second for the images in this paper. With actual hardware, we expect that our algorithm will render soft shadows in real time. An important performance measure is bandwidth usage. For the same image quality, an algorithm using the accumulated hard shadow images uses almost two orders of magnitude more bandwidth than our algorithm.
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  • Result 1-3 of 3
Type of publication
Type of content
peer-reviewed (3)
Author/Editor
Assarsson, Ulf, 1972 (3)
Akenine-Möller, Toma ... (2)
Doggett, Michael (1)
Sintorn, Erik, 1980 (1)
Kämpe, Viktor, 1986 (1)
Hunt, Warren (1)
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Moreau, Pierre (1)
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University
Lund University (3)
Language
English (3)
Research subject (UKÄ/SCB)
Natural sciences (3)

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