PL EN


Preferencje help
Widoczny [Schowaj] Abstrakt
Liczba wyników
Tytuł artykułu

Minimizing CPU usage in soft shadow volumes algorithm

Autorzy
Wybrane pełne teksty z tego czasopisma
Identyfikatory
Warianty tytułu
Konferencja
International Conference on Computer Vision and Graphics ICCVG 2006 (25-27.09.2006 ; Warsaw, Poland)
Języki publikacji
EN
Abstrakty
EN
In this paper we present methods for reducing the CPU burden associated with the original implementation of the hardware-accelerated soft shadow volumes algorithm. We propose and implement two hardware-accelerated wedge construction methods: using the programmable vertex and fragment pipelines. New algorithms reducing the number of draw calls needed to render the shadow region (to three, two or even one) are also described. Tests performed using the current consumer level hardware show that our algorithms are no longer CPU-bound, and therefore can be over 2 times faster than the original algorithm.
Słowa kluczowe
Rocznik
Strony
493--503
Opis fizyczny
Bibliogr. 17 poz., il., tab., wykr.
Twórcy
autor
  • Institute of Computer Science, Warsaw University of Technology, Poland
Bibliografia
  • [1] Crow F. C.: Shadow algorithms for computer graphics. SIGGRAPH '77: Proceedings of the 4th Annual Conference on Computer Graphics and Interactive Techniques, 1977.
  • [2] Heidmann T.: Real shadows real time. Iris Universe, 11(18), 28-31, 1991.
  • [3] Bilodeau B., Songy M.: Real time shadows. Creativity 1999, Creative Labs Inc. Sponsored Game Developer Conferences, Los Angeles, California, and Surrey, England, 1999.
  • [4] Carmack J.: Unpublished Correspondence, http://developer.nvidia.com/attach/6832, 2000.
  • [5] Akenine-Möller T., Assarsson U.: Approximate soft shadows on arbitrary surfaces using penumbra wedges. EGRW '02: Proceedings of the 13th Eurographics Workshop on Rendering, 6, 309-318, 2002.
  • [6] Everitt C., Kilgard M. J.: Practical and Robust Stenciled Shadow Volumes for Hardware-Accelerated Rendering, http://developer.nvidia.com/attach/6831, 2002.
  • [7] Lengyel E.: The mechanics of robust stencil shadows. http//www.gramasutra.com/features/20021011/lengyel_01.htm, 2002.
  • [8] Assarsson U., Akenine-Möller T.: A geometry-based soft shadow volume algorithm using graphics hardware. ACM Transactions of Grafhics, 6(22), 511-520, 2003.
  • [9] Assarsson U., Dougherty M., Mounier M., Akenine-Möller T.: An optimized soft shadow volume algorithm with real-time performance. HWWS '03: Proccedings of the ACM SIGGRAPH/EUROGRAPHICS Conference on Graphics Hardware, 7, 33-40, 2003.
  • [10] Faubery K., Kjaer C.: Real-Time soft shadows in a game engine. University of Aarhus, 2003.
  • [11] McGuire M., Hughes J. F., Egan K. T., Kilgard M. J., Everitt C.: Fast, practical and robust shadows, http://developer.nvidia.com/attach/6831, 2003.
  • [12] Assarsson U., Akenime-Möller T.: Occlusion culling and z-fail for soft shadow volume algorithms. The visual computer, 11 (20), 2004.
  • [13] Borgenstam U., Svensson J.: A soft shadow rendering framework in openGL. Chalmers University of Technology, 2004.
  • [14] Lengyel E., Advanced stencil shadow and penumbral wedge rendering. Http://www.terathon.com/gdc_lengyel.ppt, 2005.
  • [15] Blythe D.: The direct3D 10 system. http://download.microsoft.com/download/f/2/d/f2d5ee2cb7ba-4cd0-9686-b6508b5479a1/Direct3D10_web.pdf, 2006.
  • [16] Green S.: NVIDIA update. http://download.nvidia.com/developer/pesentations/2006/gdc/2006/GDC_OpenGL_NV_exts.pdf, 2006.
  • [17] Segal M., Akeley K.: The openGL graphics system: A specification. http://www.opengl.org/documentation/specs/version2.1.pdf.
Typ dokumentu
Bibliografia
Identyfikator YADDA
bwmeta1.element.baztech-article-BWA1-0026-0010
JavaScript jest wyłączony w Twojej przeglądarce internetowej. Włącz go, a następnie odśwież stronę, aby móc w pełni z niej korzystać.