DocumentCode
2693308
Title
Efficient visibility projection on spherical polar coordinates for shadow rendering using geometry shader.
Author
Li, Lingchun ; Yang, Xubo ; Xiao, Shuangjiu
Author_Institution
Sch. of Software, Shanghai Jiao Tong Univ., Shanghai
fYear
2008
fDate
June 23 2008-April 26 2008
Firstpage
1005
Lastpage
1008
Abstract
Visibility precomputation has become essential for PRT-based rendering involving soft shadows. While graphic hardware rasterization has been increasingly used to compute visibility information for a mass of precomputation tasks, the linear feature of rasterization makes it unadaptive to sample visibility in a coordinates system, to which the Cartesian coordinates are non-linearly mapped. With the emergence of geometry shader in the framework of DirectX 10, this problem can be solved. In this paper, we present an efficient solution for visibility sampling on the spherical polar coordinates in the precomputation stage of PRT by means of the geometry shader within the DirectX 10 pipelines. In the mean time, a spherical reparameterization scheme is introduced for shadow rendering, under which spherical functions as lighting, BRDF and visibility are mapped onto the spherical polar coordinates.
Keywords
geometry; graphical user interfaces; rendering (computer graphics); visibility; Cartesian coordinates; DirectX 10; geometry shader; graphic hardware rasterization; shadow rendering; soft shadows; spherical polar coordinates; spherical reparameterization; visibility precomputation; visibility projection; Frequency; Geometry; Graphics; Hardware; Layout; Pipelines; Rendering (computer graphics); Sampling methods; Signal resolution; Wavelet domain; Haar wavelet; PRT; soft shadow;
fLanguage
English
Publisher
ieee
Conference_Titel
Multimedia and Expo, 2008 IEEE International Conference on
Conference_Location
Hannover
Print_ISBN
978-1-4244-2570-9
Electronic_ISBN
978-1-4244-2571-6
Type
conf
DOI
10.1109/ICME.2008.4607607
Filename
4607607
Link To Document