Shadow Volume in Real-Time Rendering  

Shadow Volume in Real-Time Rendering

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作  者:Abd El Moumene Zerari Mohamed Chaouki Babahenini 

机构地区:[1]Department of Computer Science, LESIA Laboratory, University Med Khider Biskra, Biskra 07000, Algeria

出  处:《Computer Technology and Application》2011年第8期638-643,共6页计算机技术与应用(英文版)

摘  要:This paper presents an optimization of shadow volume algorithm, which allow a rendering in real-time. This technique is based on previous works which makes it possible to obtain shadows in real-time, although the calculation of the silhouette requires a pretreatment of the geometry implemented on the CPU (Central Processing Unit). By using last version of the GPU (Graphic Processing Unit), the authors propose to implement the calculation of the silhouette on the GPU by using Geometry Shader. The authors present the step which made it possible to lead to a concrete implementation of this algorithm, the modifications which were made, as well as a comparative study of results, followed by a discussion of these results and choices of implementation.

关 键 词:Shadow volumes SILHOUETTE GPU (graphic processing unit) REAL-TIME shaders. 

分 类 号:TP391.9[自动化与计算机技术—计算机应用技术] TP391.41[自动化与计算机技术—计算机科学与技术]

 

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