Computer Graphics World

Oct/Nov 2012

Issue link: https://digital.copcomm.com/i/96137

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n n n n VIEWPOINT FIGURE 2 L L shadow depth map o C occluder shadow ray Zn nearest polygon P P region in shadow support polygons only? yes no Shadow Map Shadow Volumes use shadow depth map no low parallelism opportunity and low number of lights? no Higher-order surfaces Point Clouds Voxels high scene complexity , or ill-formed model, or need other features no use ray tracing Soft shadows use shadow volumes Semitransparency Complex thin materials Atmospheric Shadows Motion blur Global illumination October/November 2012 use planar shadow algorithms s ye Heightfields 10 use ray tracing s ye Hard shadows Ray Tracing s ye Feature shadows on planar floors only? s ye no low parallelism opportunity and low number of lights? use shadow depth ma p

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