Proceedings of the 2006 Symposium on Interactive 3D Graphics and Games - SI3D '06 2006
DOI: 10.1145/1111411.1111423
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Dynamic parallax occlusion mapping with approximate soft shadows

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Cited by 77 publications
(60 citation statements)
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“…On the other hand, all acceleration techniques for computing the intersection of a ray with the surface implicitly encoded by the distance map can be adopted to render our representation, by just projecting each sample along the ray onto the texture domain. These acceleration methods include, among others, linear search plus binary search refinement (Policarpo et al, 2005), varying sampling rates (Tatarchuk, 2006), and precomputed distance maps (Baboud and Décoret, 2006;Donnelly, 2005).…”
Section: Previous Workmentioning
confidence: 99%
“…On the other hand, all acceleration techniques for computing the intersection of a ray with the surface implicitly encoded by the distance map can be adopted to render our representation, by just projecting each sample along the ray onto the texture domain. These acceleration methods include, among others, linear search plus binary search refinement (Policarpo et al, 2005), varying sampling rates (Tatarchuk, 2006), and precomputed distance maps (Baboud and Décoret, 2006;Donnelly, 2005).…”
Section: Previous Workmentioning
confidence: 99%
“…By calling it with the Light vector (pointing from the shaded point to the light source) instead of the View vector, it is possible to decide whether the shaded point is in shadow or not (figure 33). Using more than one light vector per light source, even soft shadows can be generated [Tat06a,Tat06b]. We note that shadows can also be burnt into the information associated with the texels, as happens in the case of bi-directional texture functions.…”
Section: Self-shadowing Computationmentioning
confidence: 99%
“…Of particular interest are the variety of new local ray-tracing techniques, which use the traditional graphics hardware pipeline to render simple primitives which serve as bounding boxes on the true surface being rendered. For each point on the bounding surface, the GPU pixel-level processors compute viewing ray-object intersection locally inside each bounding box [Policarpo et al 2005;Tatarchuk 2006;Ritsche 2006;Loop and Blinn 2006]. This technique forms the basis of our method, which creates a regular grid of polynomial surfaces, called Bézier Tetrahedra, to represent the reconstructed surface and uses each tetrahedron as a local bounding box for ray tracing of the surface within.…”
Section: Introductionmentioning
confidence: 99%