Dynamic Anisotropic Occlusion
Shadow mapping
Real-time rendering
Kernel (algebra)
Visibility
Representation
DOI:
10.2312/egs.20061024
Publication Date:
2006-01-01
AUTHORS (4)
ABSTRACT
We present a new real-time shadow rendering approach whose kernel is hierarchical disk-based approximation to the scene geometry. show that this approximated representation greatly accelerates visibility inquiry, facilitating computation of anisotropic occlusion in GPU. By taking account occlusion, our can simulate cast from not only ambient light, but also point, directional and environment lights. Because no pre-computation required, it suitable for dynamically deforming objects. 1. Motivation
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