In the Shadows
Wednesday, 2 August
1:45 - 3:30 pm
Room 253
Session Chair: Daniel Wexler, NVIDIA Corporation
1:45 - 3:30 pm
Room 253
Session Chair: Daniel Wexler, NVIDIA Corporation
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A Perceptual Heuristic for Shadow Computation in Photo-Realistic Images A feature-based perceptual heuristic to predict the importance of cast shadows in global illumination renderings, developed using psychophysical experiments. Peter Vangorp Olivier Dumont Toon Lenaerts Philip Dutré Katholieke Universiteit Leuven peter.vangorp (at) cs.kuleuven.be |
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Practical Logarithmic Shadow Maps A new shadow-mapping algorithm and architecture to reduce perspective aliasing. This method saves memory and bandwidth and generates close-to-optimal results for a given resolution. It utilizes non-linear rasterization. Brandon Lloyd Naga Govindaraju Dave Tuft University of North Carolina at Chapel Hill Steve Molnar NVIDIA Corporation Dinesh Manocha University of North Carolina at Chapel Hill dm (at) cs.unc.edu |
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Precomputed Ambient Occlusion for Character Skins A method to approximate ambient occlusion on dynamic character skins in real time and with considerable memory savings over uncompressed values. Adam G. Kirk University of California, Berkeley akirk (at) cs.berkeley.edu Okan Arikan University of Texas at Austin |
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Real-Time Soft Shadows With Cone Culling A physics-based real-time technique for rendering soft shadows from a single shadow map, enabling shadows with no ombra region, and robust self-shadowing. Louis Bavoil Claudio T. Silva University of Utah bavoil (at) sci.utah.edu |
