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Efficient real-time shadows

E. Eisemann ; Ulf Assarsson (Institutionen för data- och informationsteknik, Datorteknik (Chalmers)) ; M. Schwarz ; M. Valient ; M. Wimmer
ACM Special Interest Group on Computer Graphics and Interactive Techniques Conference, SIGGRAPH'12, Los Angeles, 5-9 August 2012 (2012)
[Konferensbidrag, refereegranskat]

This course is a resource for applying efficient, real-time shadow algorithms. It builds on a solid foundation (previous courses at SIGGRAPH Asia 2009 and Eurographics 2010, including comprehensive course notes) and the 2011 book Real-Time Shadows (AK Peters) written by four of the presenters. The book is a compendium of many topics in the realm of shadow computation. The course provides an overview of various techniques but moves beyond the basics to practical solutions and game-relevant techniques summarized by a presenter from the production industry. Topics include: the theory behind shadow computation, when physical accuracy can be replaced with plausible shadows, implementation details, and practical issues such as budget considerations and performance trade-offs. Case studies illustrate the techniques behind major game titles and upcoming engines.

Nyckelord: Performance trade-off, Practical issues, Practical solutions, Production industries, Real-time shadows



Denna post skapades 2012-10-09.
CPL Pubid: 164498

 

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