1. Identity statement | |
Reference Type | Conference Paper (Conference Proceedings) |
Site | sibgrapi.sid.inpe.br |
Holder Code | ibi 8JMKD3MGPEW34M/46T9EHH |
Identifier | 83LX3pFwXQZ4BFjAq/jiJaF |
Repository | dpi.inpe.br/vagner/1999/11.29.10.24 |
Last Update | 2000:01.03.02.00.00 (UTC) administrator |
Metadata Repository | sid.inpe.br/banon/2001/03.30.15.58.37 |
Metadata Last Update | 2022:06.14.00.17.13 (UTC) administrator |
DOI | 10.1109/SIBGRA.1999.805714 |
Citation Key | BatageloJúni:1999:ReShGe |
Title | Real-time shadow generation using BSP trees and stencil buffers |
Year | 1999 |
Access Date | 2024, May 02 |
Number of Files | 3 |
Size | 876 KiB |
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2. Context | |
Author | 1 Batagelo, Harlen Costa 2 Júnior, Ilaim Costa |
Editor | Stolfi, Jorge Tozzi, Clésio Luis |
Conference Name | Brazilian Symposium on Computer Graphics and Image Processing, 12 (SIBGRAPI) |
Conference Location | Campinas, SP, Brazil |
Date | 17-20 Oct. 1999 |
Publisher | IEEE Computer Society |
Publisher City | Los Alamitos |
Pages | 93-103 |
Book Title | Proceedings |
Tertiary Type | Full Paper |
Organization | SBC - Brazilian Computer Society and UNICAMP - University of Campinas |
History (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 |
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3. Content and structure | |
Is the master or a copy? | is the master |
Content Stage | completed |
Transferable | 1 |
Version Type | finaldraft |
Keywords | bsp trees stencil buffers |
Abstract | This 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. |
Arrangement 1 | urlib.net > SDLA > Fonds > SIBGRAPI 1999 > Real-time shadow generation... |
Arrangement 2 | urlib.net > SDLA > Fonds > Full Index > Real-time shadow generation... |
doc Directory Content | access |
source Directory Content | there are no files |
agreement Directory Content | there are no files |
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4. Conditions of access and use | |
data URL | http://urlib.net/ibi/83LX3pFwXQZ4BFjAq/jiJaF |
zipped data URL | http://urlib.net/zip/83LX3pFwXQZ4BFjAq/jiJaF |
Target File | 065-82465014.pdf |
User Group | administrator |
Visibility | shown |
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5. Allied materials | |
Next Higher Units | 8JMKD3MGPEW34M/46PDF8P 8JMKD3MGPEW34M/4742MCS |
Citing Item List | sid.inpe.br/sibgrapi/2022/04.25.03.44 4 |
Host Collection | sid.inpe.br/banon/2001/03.30.15.38 |
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6. Notes | |
Notes | The conference was held in Campinas, SP, Brazil, from October 17 to 20. |
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