Please use this identifier to cite or link to this item: http://archives.univ-biskra.dz/handle/123456789/3417
Title: VOLUME D’OMBRE EN RENDU TEMPS RÉEL
Authors: ABD EL MOUMÉNE ZERARI
Issue Date: 5-Jun-2014
Abstract: The modelling and the simulation of the interactions light/matter are essential aspects of photorealist rendering. Although many calculation algorithms of illumination were proposed during the last decades, these methods generally have costs high in terms of memory and computing time. For this subject of magister we are interested in fast calculation of shadow volume scenes 3D. For this purpose, we use the performances of the recent graphics processors. The principle of Shadow Volumes consists of with to calculate the shadow volume generated by an object occulting a source of light. Once this calculation carried out, the selection of certain parts of this volume allows the posting of the projected shadow. This technique is very interesting, because it’s well implemented, it can be used in many applications. The objects can project their shad ows on themselves, contrary to techniques like plane projection or the projection of texture. The main objective of our study is to propose a new solution with the important problem of rendering shadow volumes in real-time. For that, we proposed an approach based on the integration of the GPU to shadow volumes by using Geometry Shader.
URI: http://archives.univ-biskra.dz/handle/123456789/3417
Appears in Collections:Informatique

Files in This Item:
File Description SizeFormat 
VOLUME D’OMBRE EN RENDU TEMPS REEL.pdf3,96 MBAdobe PDFView/Open


Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.