The Experts below are selected from a list of 1419 Experts worldwide ranked by ideXlab platform
Ulf Assarsson - One of the best experts on this subject based on the ideXlab platform.
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approximate soft shadows on arbitrary surfaces using penumbra wEdges
Eurographics, 2002Co-Authors: Tomas Akeninemoller, Ulf AssarssonAbstract:Shadow generation has been subject to serious investigation in computer graphics, and many clever algorithms have been suggested. However, previous algorithms cannot render high quality soft shadows onto arbitrary, animated objects in real time. Pursuing this goal, we present a new soft shadow algorithm that extends the standard shadow volume algorithm by replacing each shadow quadrilateral with a new primitive, called the penumbra wEdge. For each Silhouette Edge as seen from the light source, a penumbra wEdge is created that approximately models the penumbra volume that this Edge gives rise to. Together the penumbra wEdges can render images that often are remarkably close to more precisely rendered soft shadows. Furthermore, our new primitive is designed so that it can be rasterized efficiently. Many real-time algorithms can only use planes as shadow receivers, while ours can handle arbitrary shadow receivers. The proposed algorithm can be of great value to, e.g., 3D computer games, especially since it is highly likely that this algorithm can be implemented on programmable graphics hardware coming out within the next year, and because games often prefer perceptually convincing shadows.
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approximate soft shadows on arbitrary surfaces using penumbra wEdges
ACM International Conference Proceeding Series; 28 pp 297-306 (2002), 2002Co-Authors: Tomas Akeninemoller, Ulf AssarssonAbstract:Shadow generation has been subject to serious investigation in computer graphics, and many clever algorithms have been suggested. However, previous algorithms cannot render high quality soft shadows onto arbitrary, animated objects in real time. Pursuing this goal, we present a new soft shadow algorithm that extends the standard shadow volume algorithm by replacing each shadow quadrilateral with a new primitive, called the penumbra wEdge. For each Silhouette Edge as seen from the light source, a penumbra wEdge is created that approximately models the penumbra volume that this Edge gives rise to. Together the penumbra wEdges can render images that often are remarkably close to more precisely rendered soft shadows. Furthermore, our new primitive is designed so that it can be rasterized efficiently. Many real-time algorithms can only use planes as shadow receivers, while ours can handle arbitrary shadow receivers. The proposed algorithm can be of great value to, e.g., 3D computer games, especially since it is highly likely that this algorithm can be implemented on programmable graphics hardware coming out within the next year, and because games often prefer perceptually convincing shadows. (Less)
Tomas Akeninemoller - One of the best experts on this subject based on the ideXlab platform.
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approximate soft shadows on arbitrary surfaces using penumbra wEdges
Eurographics, 2002Co-Authors: Tomas Akeninemoller, Ulf AssarssonAbstract:Shadow generation has been subject to serious investigation in computer graphics, and many clever algorithms have been suggested. However, previous algorithms cannot render high quality soft shadows onto arbitrary, animated objects in real time. Pursuing this goal, we present a new soft shadow algorithm that extends the standard shadow volume algorithm by replacing each shadow quadrilateral with a new primitive, called the penumbra wEdge. For each Silhouette Edge as seen from the light source, a penumbra wEdge is created that approximately models the penumbra volume that this Edge gives rise to. Together the penumbra wEdges can render images that often are remarkably close to more precisely rendered soft shadows. Furthermore, our new primitive is designed so that it can be rasterized efficiently. Many real-time algorithms can only use planes as shadow receivers, while ours can handle arbitrary shadow receivers. The proposed algorithm can be of great value to, e.g., 3D computer games, especially since it is highly likely that this algorithm can be implemented on programmable graphics hardware coming out within the next year, and because games often prefer perceptually convincing shadows.
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approximate soft shadows on arbitrary surfaces using penumbra wEdges
ACM International Conference Proceeding Series; 28 pp 297-306 (2002), 2002Co-Authors: Tomas Akeninemoller, Ulf AssarssonAbstract:Shadow generation has been subject to serious investigation in computer graphics, and many clever algorithms have been suggested. However, previous algorithms cannot render high quality soft shadows onto arbitrary, animated objects in real time. Pursuing this goal, we present a new soft shadow algorithm that extends the standard shadow volume algorithm by replacing each shadow quadrilateral with a new primitive, called the penumbra wEdge. For each Silhouette Edge as seen from the light source, a penumbra wEdge is created that approximately models the penumbra volume that this Edge gives rise to. Together the penumbra wEdges can render images that often are remarkably close to more precisely rendered soft shadows. Furthermore, our new primitive is designed so that it can be rasterized efficiently. Many real-time algorithms can only use planes as shadow receivers, while ours can handle arbitrary shadow receivers. The proposed algorithm can be of great value to, e.g., 3D computer games, especially since it is highly likely that this algorithm can be implemented on programmable graphics hardware coming out within the next year, and because games often prefer perceptually convincing shadows. (Less)
Marc Blackstein - One of the best experts on this subject based on the ideXlab platform.
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stylized rendering techniques for scalable real time 3d animation
Non-Photorealistic Animation and Rendering, 2000Co-Authors: Adam T Lake, Carl S Marshall, Mark J Harris, Marc BlacksteinAbstract:Researchers in nonphotorealistic rendering (NPR) have investigated a variety of techniques to simulate the styles of artists. Recent work has resulted in methods for pen-and-ink illustration, pencil sketching, watercolor, engraving, and Silhouette Edge rendering. This paper presents real-time methods to emulate cartoon styles. We also present variations on a texture mapping technique to achieve real-time pencil sketching. We demonstrate our method of inking Silhouettes, material and mesh boundaries, and crease Edges. In addition, we present techniques for emphasizing motion of cartoon objects by introducing geometry into the cartoon scene. The rendering system is integrated with an animation system and a runtime multiresolution mesh (MRM) system to achieve scalability, ensuring real-time performance on any platform. Such solutions allow us to take advantage of evolving hardware in order to make nonphotorealistic animation and rendering achievable on lowand high-end consumer platforms. All of the techniques described can be applied to models created with standard modeling tools and require no additional mark-up information from the modeler. CR
Adam T Lake - One of the best experts on this subject based on the ideXlab platform.
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stylized rendering techniques for scalable real time 3d animation
Non-Photorealistic Animation and Rendering, 2000Co-Authors: Adam T Lake, Carl S Marshall, Mark J Harris, Marc BlacksteinAbstract:Researchers in nonphotorealistic rendering (NPR) have investigated a variety of techniques to simulate the styles of artists. Recent work has resulted in methods for pen-and-ink illustration, pencil sketching, watercolor, engraving, and Silhouette Edge rendering. This paper presents real-time methods to emulate cartoon styles. We also present variations on a texture mapping technique to achieve real-time pencil sketching. We demonstrate our method of inking Silhouettes, material and mesh boundaries, and crease Edges. In addition, we present techniques for emphasizing motion of cartoon objects by introducing geometry into the cartoon scene. The rendering system is integrated with an animation system and a runtime multiresolution mesh (MRM) system to achieve scalability, ensuring real-time performance on any platform. Such solutions allow us to take advantage of evolving hardware in order to make nonphotorealistic animation and rendering achievable on lowand high-end consumer platforms. All of the techniques described can be applied to models created with standard modeling tools and require no additional mark-up information from the modeler. CR
Carl S Marshall - One of the best experts on this subject based on the ideXlab platform.
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stylized rendering techniques for scalable real time 3d animation
Non-Photorealistic Animation and Rendering, 2000Co-Authors: Adam T Lake, Carl S Marshall, Mark J Harris, Marc BlacksteinAbstract:Researchers in nonphotorealistic rendering (NPR) have investigated a variety of techniques to simulate the styles of artists. Recent work has resulted in methods for pen-and-ink illustration, pencil sketching, watercolor, engraving, and Silhouette Edge rendering. This paper presents real-time methods to emulate cartoon styles. We also present variations on a texture mapping technique to achieve real-time pencil sketching. We demonstrate our method of inking Silhouettes, material and mesh boundaries, and crease Edges. In addition, we present techniques for emphasizing motion of cartoon objects by introducing geometry into the cartoon scene. The rendering system is integrated with an animation system and a runtime multiresolution mesh (MRM) system to achieve scalability, ensuring real-time performance on any platform. Such solutions allow us to take advantage of evolving hardware in order to make nonphotorealistic animation and rendering achievable on lowand high-end consumer platforms. All of the techniques described can be applied to models created with standard modeling tools and require no additional mark-up information from the modeler. CR