Please use this identifier to cite or link to this item: http://archives.univ-biskra.dz/handle/123456789/3417
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dc.contributor.authorABD EL MOUMÉNE ZERARI-
dc.date.accessioned2014-06-05T18:26:19Z-
dc.date.available2014-06-05T18:26:19Z-
dc.date.issued2014-06-05-
dc.identifier.urihttp://archives.univ-biskra.dz/handle/123456789/3417-
dc.description.abstractThe 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.en_US
dc.language.isofren_US
dc.titleVOLUME D’OMBRE EN RENDU TEMPS RÉELen_US
dc.typeThesisen_US
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