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 :
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