An Optimized Soft Shadow Volume Algorithm with Real-Time Performance (English)

In: Graphics Hardware   ;  33-40  ;  2003

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In this paper, we present several optimizations to our previously presented soft shadow volume algorithm. Our optimizations include tighter wedges, heavily optimized pixel shader code for both rectangular and spherical light sources, a frame buffer blending technique to overcome the limitation of 8-bit frame buffers, and a simple culling algorithm. These together give real-time performance, and for simple models we get frame rates of over 150 fps. For more complex models 50 fps is normal. In addition to optimizations, two simple techniques for improving the visual quality are also presented.

  • Title:
    An Optimized Soft Shadow Volume Algorithm with Real-Time Performance
  • Author / Creator:
  • Published in:
  • Publisher:
    The Eurographics Association
  • Place of publication:
    Postfach 8043, 38621 Goslar, Germany
  • Year of publication:
    2003
  • Size:
    8 pages
  • ISBN:
  • ISSN:
  • DOI:
  • Type of media:
    Conference paper
  • Type of material:
    Electronic Resource
  • Language:
    English
  • Source:
  • Export:
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Table of contents conference proceedings

The tables of contents are generated automatically and are based on the data records of the individual contributions available in the index of the TIB portal. The display of the Tables of Contents may therefore be incomplete.

7
Automatic Shader Level of Detail
Olano, Marc / Kuehne, Bob / Simmons, Maryann | 2003
15
Mesh Mutation in Programmable Graphics Hardware
Shiue, Le-Jeng / Goel, Vineet / Peters, Jorg | 2003
25
CULLIDE: Interactive Collision Detection Between Complex Models in Large Environments using Graphics Hardware
Govindaraju, Naga K. / Redon, Stephane / Lin, Ming C. / Manocha, Dinesh | 2003
33
An Optimized Soft Shadow Volume Algorithm with Real-Time Performance
Assarsson, Ulf / Dougherty, Michael / Mounier, Michael / Akenine-Möller, Tomas | 2003
41
Photon Mapping on Programmable Graphics Hardware
Purcell, Timothy J. / Donner, Craig / Cammarano, Mike / Jensen, Henrik Wann / Hanrahan, Pat | 2003
51
GPU Algorithms for Radiosity and Subsurface Scattering
Carr, Nathan A. / Hall, Jesse D. / Hart, John C. | 2003
60
3D Graphics LSI Core for Mobile Phone "Z3D"
Kameyama, Masatoshi / Kato, Yoshiyuki / Fujimoto, Hitoshi / Negishi, Hiroyasu / Kodama, Yukio / Inoue, Yoshitsugu / Kawai, Hiroyuki | 2003
68
An Effective Hardware Architecture for Bump Mapping Using Angular Operation
Lee, S. G. / Park, W. C. / Lee, W. J. / Han, T. D. / Yang, S. B. | 2003
76
VoxelCache: A Cache-Based Memory Architecture for Volume Graphics
Kanus, U. / Wetekam, G. / Hirche, J. | 2003
84
Texture Compression using Low-Frequency Signal Modulation
Fenney, Simon | 2003
92
Simulation of Cloud Dynamics on Graphics Hardware
Harris, Mark J. / III, William V. Baxter / Scheuermann, Thorsten / Lastra, Anselmo | 2003
102
A Multigrid Solver for Boundary Value Problems Using Programmable Graphics Hardware
Goodnight, Nolan / Woolley, Cliff / Lewin, Gregory / Luebke, David / Humphreys, Greg | 2003
112
The FFT on a GPU
Moreland, Kenneth / Angel, Edward | 2003