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http://archives.univ-biskra.dz/handle/123456789/3475
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DC Field | Value | Language |
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dc.contributor.author | Abd El Mouméne Zerari | - |
dc.contributor.author | Mohamed Chaouki Babahenini | - |
dc.date.accessioned | 2014-06-08T06:29:37Z | - |
dc.date.available | 2014-06-08T06:29:37Z | - |
dc.date.issued | 2014-06-08 | - |
dc.identifier.uri | http://archives.univ-biskra.dz/handle/123456789/3475 | - |
dc.description.abstract | 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 | en_US |
dc.language.iso | en | en_US |
dc.subject | Shadow volumes, silhouette, GPU (graphic processing unit), real-time, shaders | en_US |
dc.title | Shadow Volume in Real-Time Rendering | en_US |
dc.type | Article | en_US |
Appears in Collections: | Publications Internationales |
Files in This Item:
File | Description | Size | Format | |
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Shadow Volume in Real-Time Rendering.pdf | 407,64 kB | Adobe PDF | View/Open |
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