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1. Identity statement
Reference TypeConference Paper (Conference Proceedings)
Sitesibgrapi.sid.inpe.br
Holder Codeibi 8JMKD3MGPEW34M/46T9EHH
Identifier83LX3pFwXQZ4BFjAq/jiJaF
Repositorydpi.inpe.br/vagner/1999/11.29.10.24
Last Update2000:01.03.02.00.00 (UTC) administrator
Metadata Repositorysid.inpe.br/banon/2001/03.30.15.58.37
Metadata Last Update2022:06.14.00.17.13 (UTC) administrator
DOI10.1109/SIBGRA.1999.805714
Citation KeyBatageloJúni:1999:ReShGe
TitleReal-time shadow generation using BSP trees and stencil buffers
Year1999
Access Date2024, May 02
Number of Files3
Size876 KiB
2. Context
Author1 Batagelo, Harlen Costa
2 Júnior, Ilaim Costa
EditorStolfi, Jorge
Tozzi, Clésio Luis
Conference NameBrazilian Symposium on Computer Graphics and Image Processing, 12 (SIBGRAPI)
Conference LocationCampinas, SP, Brazil
Date17-20 Oct. 1999
PublisherIEEE Computer Society
Publisher CityLos Alamitos
Pages93-103
Book TitleProceedings
Tertiary TypeFull Paper
OrganizationSBC - 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
3. Content and structure
Is the master or a copy?is the master
Content Stagecompleted
Transferable1
Version Typefinaldraft
Keywordsbsp trees
stencil buffers
AbstractThis 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 1urlib.net > SDLA > Fonds > SIBGRAPI 1999 > Real-time shadow generation...
Arrangement 2urlib.net > SDLA > Fonds > Full Index > Real-time shadow generation...
doc Directory Contentaccess
source Directory Contentthere are no files
agreement Directory Contentthere are no files
4. Conditions of access and use
data URLhttp://urlib.net/ibi/83LX3pFwXQZ4BFjAq/jiJaF
zipped data URLhttp://urlib.net/zip/83LX3pFwXQZ4BFjAq/jiJaF
Target File065-82465014.pdf
User Groupadministrator
Visibilityshown
5. Allied materials
Next Higher Units8JMKD3MGPEW34M/46PDF8P
8JMKD3MGPEW34M/4742MCS
Citing Item Listsid.inpe.br/sibgrapi/2022/04.25.03.44 4
Host Collectionsid.inpe.br/banon/2001/03.30.15.38
6. Notes
NotesThe conference was held in Campinas, SP, Brazil, from October 17 to 20.
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