In the Shadows

Wednesday, 2 August
1:45 - 3:30 pm
Room 253
Session Chair: Daniel Wexler, NVIDIA Corporation

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
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
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
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