Geometry shadow maps

Research output: Chapters, Conference Papers, Creative and Literary Works (RGC: 12, 32, 41, 45)32_Refereed conference paper (with ISBN/ISSN)peer-review

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Detail(s)

Original languageEnglish
Title of host publicationProceedings - SCCG 2006: 22nd Spring Conference on Computer Graphics
PublisherAssociation for Computing Machinery
Pages99-106
ISBN (Print)9781450328296
Publication statusPublished - 2006

Conference

Title22nd Spring Conference on Computer Graphics, SCCG 2006
PlaceSlovakia
CityCasta-Papiernicka
Period20 - 22 April 2006

Abstract

The standard shadow map method works well in the interior area of shadows but not along the boundaries. Although many methods have been proposed to address this limitation, they suffer from various limitations. In this paper, we propose the geometry shadow map method to improve the quality of shadow boundaries. Our idea is to represent each object by one or more triangle fans and its silhouette by the perimeters of the triangle fans. The geometry shadow map is used to access the object geometry information by storing the index information of these triangle fans. Our method changes the shadow calculation problem to a line-triangle intersection problem, which can be represented by matrix-vector multiplications. This avoids reconstructing the silhouette edges or computing and rendering shadow volumes. We present some interesting implementation tricks and discuss the performance of a GPU implementation of the proposed method. Copyright © 2006 by the Association for Computing Machinery, Inc.

Research Area(s)

  • Graphics hardware, Real-time rendering, Shadow algorithms, Shadow maps

Citation Format(s)

Geometry shadow maps. / Wang, Meng; Lau, Rynson W.H.; Guo, Baining.

Proceedings - SCCG 2006: 22nd Spring Conference on Computer Graphics. Association for Computing Machinery, 2006. p. 99-106.

Research output: Chapters, Conference Papers, Creative and Literary Works (RGC: 12, 32, 41, 45)32_Refereed conference paper (with ISBN/ISSN)peer-review