Please use this identifier to cite or link to this item: http://archives.univ-biskra.dz/handle/123456789/3475
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dc.contributor.authorAbd El Mouméne Zerari-
dc.contributor.authorMohamed Chaouki Babahenini-
dc.date.accessioned2014-06-08T06:29:37Z-
dc.date.available2014-06-08T06:29:37Z-
dc.date.issued2014-06-08-
dc.identifier.urihttp://archives.univ-biskra.dz/handle/123456789/3475-
dc.description.abstractThis 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 implementationen_US
dc.language.isoenen_US
dc.subjectShadow volumes, silhouette, GPU (graphic processing unit), real-time, shadersen_US
dc.titleShadow Volume in Real-Time Renderingen_US
dc.typeArticleen_US
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