Detail publikace

Fast and Robust Tessellation-Based Silhouette Shadows

Originální název

Fast and Robust Tessellation-Based Silhouette Shadows

Anglický název

Fast and Robust Tessellation-Based Silhouette Shadows

Jazyk

en

Originální abstrakt

This paper presents a new simple, fast and robust approach in computation of per-sample precise shadows. The method uses tessellation shaders for computation of silhouettes on arbitrary triangle soup. We were able to reach robustness by our previously published algorithm using deterministic shadow volume computation. We also propose a new simplification of the silhouette computation by introducing reference edge testing. Our new method was compared with other methods and evaluated on multiple hardware platforms and different scenes, providing better performance than current state-of-the art algorithms. Finally, conclusions are drawn and the future work is outlined.

Anglický abstrakt

This paper presents a new simple, fast and robust approach in computation of per-sample precise shadows. The method uses tessellation shaders for computation of silhouettes on arbitrary triangle soup. We were able to reach robustness by our previously published algorithm using deterministic shadow volume computation. We also propose a new simplification of the silhouette computation by introducing reference edge testing. Our new method was compared with other methods and evaluated on multiple hardware platforms and different scenes, providing better performance than current state-of-the art algorithms. Finally, conclusions are drawn and the future work is outlined.

BibTex


@inproceedings{BUT111517,
  author="Tomáš {Milet} and Jozef {Kobrtek} and Pavel {Zemčík} and Jan {Pečiva}",
  title="Fast and Robust Tessellation-Based Silhouette Shadows",
  annote="This paper presents a new simple, fast and robust approach in computation of
per-sample precise shadows. The method uses tessellation shaders for computation
of silhouettes on arbitrary 
triangle soup. We were able to reach robustness by our previously published
algorithm using deterministic shadow volume computation. We also propose a new
simplification of the silhouette computation by introducing reference edge
testing. Our new method was compared with other methods and evaluated on multiple
hardware platforms and different scenes, providing better performance than
current state-of-the art algorithms. Finally, conclusions are drawn and the
future work is outlined.",
  address="University of West Bohemia in Pilsen",
  booktitle="22nd International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision, WSCG 2014, Poster Papers Proceedings - in co-operation with EUROGRAPHICS Association",
  chapter="111517",
  edition="NEUVEDEN",
  howpublished="online",
  institution="University of West Bohemia in Pilsen",
  year="2014",
  month="june",
  pages="33--38",
  publisher="University of West Bohemia in Pilsen",
  type="conference paper"
}