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1. Identificação
Tipo de ReferênciaArtigo em Evento (Conference Proceedings)
Sitesibgrapi.sid.inpe.br
Código do Detentoribi 8JMKD3MGPEW34M/46T9EHH
Identificador83LX3pFwXQZ4BFjAq/jiJaF
Repositóriodpi.inpe.br/vagner/1999/11.29.10.24
Última Atualização2000:01.03.02.00.00 (UTC) administrator
Repositório de Metadadossid.inpe.br/banon/2001/03.30.15.58.37
Última Atualização dos Metadados2022:06.14.00.17.13 (UTC) administrator
DOI10.1109/SIBGRA.1999.805714
Chave de CitaçãoBatageloJúni:1999:ReShGe
TítuloReal-time shadow generation using BSP trees and stencil buffers
Ano1999
Data de Acesso12 mar. 2025
Número de Arquivos3
Tamanho876 KiB
2. Contextualização
Autor1 Batagelo, Harlen Costa
2 Júnior, Ilaim Costa
EditorStolfi, Jorge
Tozzi, Clésio Luis
Nome do EventoBrazilian Symposium on Computer Graphics and Image Processing, 12 (SIBGRAPI)
Localização do EventoCampinas, SP, Brazil
Data17-20 Oct. 1999
Editora (Publisher)IEEE Computer Society
Cidade da EditoraLos Alamitos
Páginas93-103
Título do LivroProceedings
Tipo TerciárioFull Paper
OrganizaçãoSBC - Brazilian Computer Society and UNICAMP - University of Campinas
Histórico (UTC)2008-07-17 14:18:00 :: administrator -> banon ::
2008-08-26 15:23:58 :: banon -> administrator ::
2009-08-13 20:36:27 :: administrator -> banon ::
2010-08-28 20:04:56 :: banon -> administrator ::
2022-06-14 00:17:13 :: administrator -> :: 1999
3. Conteúdo e estrutura
É a matriz ou uma cópia?é a matriz
Estágio do Conteúdoconcluido
Transferível1
Tipo de Versãofinaldraft
Palavras-Chavebsp trees
stencil buffers
ResumoThis paper describes a real-time shadow generation algorithm for static polygonal environments illuminated by movable point light sources. The algorithm combines a technique of volumetric shadow rendering using stencil buffers with a Binary Space Partitioning (BSP) tree, and includes new easy-to-implement approaches to improvement techniques used in shadow volume algorithms, such as silhouette detection to reduce the number of redundant shadow polygons and the computation of capping polygons to handle cases where the shadow volumes are clipped by the eye-view near clipping plane. Such hybrid approach solves important limitations on the original shadow rendering algorithm, as well as achieves real-time frame rates when using modest size scenes (about 500 shadow polygons), according to measurements performed on personal computers using current graphics hardware. Perphase timing results from the implementation are provided along the text and compared with those of the standard algorithm.
Arranjo 1urlib.net > SDLA > Fonds > SIBGRAPI 1999 > Real-time shadow generation...
Arranjo 2urlib.net > SDLA > Fonds > Full Index > Real-time shadow generation...
Conteúdo da Pasta docacessar
Conteúdo da Pasta sourcenão têm arquivos
Conteúdo da Pasta agreementnão têm arquivos
4. Condições de acesso e uso
URL dos dadoshttp://urlib.net/ibi/83LX3pFwXQZ4BFjAq/jiJaF
URL dos dados zipadoshttp://urlib.net/zip/83LX3pFwXQZ4BFjAq/jiJaF
Arquivo Alvo065-82465014.pdf
Grupo de Usuáriosadministrator
Visibilidadeshown
5. Fontes relacionadas
Unidades Imediatamente Superiores8JMKD3MGPEW34M/46PDF8P
8JMKD3MGPEW34M/4742MCS
Lista de Itens Citandosid.inpe.br/sibgrapi/2022/04.25.03.44 39
sid.inpe.br/sibgrapi/2022/06.10.21.49 8
Acervo Hospedeirosid.inpe.br/banon/2001/03.30.15.38
6. Notas
NotasThe conference was held in Campinas, SP, Brazil, from October 17 to 20.
Campos Vaziosaffiliation archivingpolicy archivist area callnumber contenttype copyholder copyright creatorhistory descriptionlevel dissemination documentstage e-mailaddress edition electronicmailaddress format group isbn issn label language lineage mark mirrorrepository nextedition numberofvolumes orcid parameterlist parentrepositories previousedition previouslowerunit progress project readergroup readpermission resumeid rightsholder schedulinginformation secondarydate secondarykey secondarymark secondarytype serieseditor session shorttitle sponsor subject tertiarymark type url volume


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