Proceedings of the 4th Annual Conference on Computer Graphics and Interactive Techniques 1977
DOI: 10.1145/563858.563901
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Shadow algorithms for computer graphics

Abstract: Appel [3] and then Bouknight and Kelley [5] have demonstrated solutions to the shadow problem which are discussed in this paper in the context of a classification scheme for shadow algorithms. Three classes of solution are currently identifiable (there may be further undiscovered classes). Appel, Bouknight and Kelley have shown solutions of one class and algorithms suggesting the other two classes have been proposed but not yet implemented.The first class of algorithm, demonstrated by Appel, Bouknight and Kel… Show more

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Cited by 291 publications
(57 citation statements)
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References 9 publications
(11 reference statements)
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“…The technique is inspired by Shadow Volumes [8] and evaluates AO through a scattering process. The occlusion caused by each polygon is represented by an occlusion volume (see Figure 2.2).…”
Section: Geometry-based Ambient Occlusionmentioning
confidence: 99%
“…The technique is inspired by Shadow Volumes [8] and evaluates AO through a scattering process. The occlusion caused by each polygon is represented by an occlusion volume (see Figure 2.2).…”
Section: Geometry-based Ambient Occlusionmentioning
confidence: 99%
“…The former algorithm was presented by Frank Crow in 1977 [Cro77]. A shadow volume is the region of space occluded by an object with respect to the light source.…”
Section: Related Workmentioning
confidence: 99%
“…Thus, the only way to go is to compute shadows on the GPU, which is rather problematic if shadow volumes are used [HLHS03] and the GPU does not have a geometry shader. Thus under Shader Model 4 we are better off if the depth mapped shadow method is implemented [Cro77,WSP04].…”
Section: Vertex Modification On the Vertex Shadermentioning
confidence: 99%