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  4. Self-shadowing of dynamic scenes with environment maps using the GPU
 
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2005
Conference Paper
Title

Self-shadowing of dynamic scenes with environment maps using the GPU

Abstract
In this paper we present a method for illuminating a dynamic scene with a high dynamic range environment map with real-time or interactive frame rates, taking into account self shadowing. Current techniques require static geometry (pre-computed light transport), are limited to few and small area lights or are limited in the frequency of the shadows. We facilitate importance sampling of the environment map and GPU based shadow calculation in an efficient way. The shadows are calculated per pixel, so no highly tessellated models are necessary in opposition to other techniques. Our method provides a novel and highly efficient way for using shadow maps as data structure for visibility computations done entirely on the GPU. We achieve real-time frame rates for moderate sized models on current graphics hardware. Since we evaluate the light transport of the scene per frame, complex dynamically animated models can be rendered efficiently.
Author(s)
Knuth, Martin  
Fraunhofer-Institut für Graphische Datenverarbeitung IGD  
Fuhrmann, A.
Fraunhofer-Institut für Graphische Datenverarbeitung IGD  
Mainwork
WSCG 2005. Full Papers  
Conference
International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision (WSCG)  
Language
English
Fraunhofer-Institut für Graphische Datenverarbeitung IGD  
Keyword(s)
  • shading algorithms

  • environment mapping

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