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Reference TypeConference Proceedings
Identifier8JMKD3MGPAW/3S38Q6L
Repositorysid.inpe.br/sibgrapi/2018/10.16.13.06
Metadatasid.inpe.br/sibgrapi/2018/10.16.13.06.20
Sitesibgrapi.sid.inpe.br
Citation KeyMacedoJúni:2018:EfShAn
Author1 Macedo, Márcio Cerqueira de Farias
2 Júnior, Antônio Lopes Apolinário
Affiliation1 Federal University of Bahia
2 Federal University of Bahia
TitleEfficient Shadow Anti-Aliasing Techniques using Silhouette Revectorization
Conference NameConference on Graphics, Patterns and Images, 31 (SIBGRAPI)
Year2018
EditorRoss, Arun
Gastal, Eduardo S. L.
Jorge, Joaquim A.
Queiroz, Ricardo L. de
Minetto, Rodrigo
Sarkar, Sudeep
Papa, João Paulo
Oliveira, Manuel M.
Arbeláez, Pablo
Mery, Domingo
Oliveira, Maria Cristina Ferreira de
Spina, Thiago Vallin
Mendes, Caroline Mazetto
Costa, Henrique Sérgio Gutierrez
Mejail, Marta Estela
Geus, Klaus de
Scheer, Sergio
Book TitleProceedings
DateOct. 29 - Nov. 1, 2018
Publisher CityPorto Alegre
PublisherSociedade Brasileira de Computação
Conference LocationFoz do Iguaçu, PR, Brazil
KeywordsShadows, Real time, Euclidean distance transform, Revectorization.
AbstractReal-time rendering of high-quality shadows is a challenging problem in computer graphics. Shadow mapping is widely adopted for real-time shadow rendering, but introduces aliasing artifacts along the shadow silhouette and is not able to simulate the penumbra effect. Techniques that simulate penumbra are computationally expensive, providing performance far from real time. In this work, we present the revectorization-based shadow mapping, a technique that takes advantage of the camera-view resolution and the shadow silhouette shape to suppress shadow aliasing artifacts at little additional cost. Inspired by the superior visual quality obtained with the shadow silhouette revectorization, we extend the revectorization-based visibility function to propose a set of techniques that provide high- quality anti-aliasing for both shadow rendering and penumbra simulation. We further integrate the Euclidean distance transform into the revectorization-based visibility function to provide real-time performance for the penumbra simulation. The results, evaluated in terms of visual quality and rendering time, show that the proposed techniques produce less visual quality artifacts than related work, while keeping the real-time performance, mainly for the shadow rendering without the penumbra simulation.
Languageen
Tertiary TypeMaster's or Doctoral Work
FormatOn-line
Size2876 KiB
Number of Files1
Target FileSIBGRAPI_2018___WTD.pdf
Last Update2018:10.16.13.06.20 sid.inpe.br/banon/2001/03.30.15.38 marcio.cerqueira@ufba.br
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Mirrorsid.inpe.br/banon/2001/03.30.15.38.24
e-Mail Addressmarcio.cerqueira@ufba.br
User Groupmarcio.cerqueira@ufba.br
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Transferable1
Host Collectionsid.inpe.br/banon/2001/03.30.15.38
Document Stagenot transferred
Next Higher Units8JMKD3MGPAW/3RPADUS
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History2018-10-16 13:06:20 :: marcio.cerqueira@ufba.br -> administrator ::
2020-02-20 22:06:49 :: administrator -> :: 2018
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