Abstract
Computer generated graphical scenes benefit greatly from the inclusion of accurately rendered shadows. Shadows contribute to the realism of a scene, and also provide important information relating to the relative position of objects within a scene. However, shadow generation imposes a significant penalty in terms of the time required to render a scene, especially as the complexity of the scene and the number of polygons needed increases. For this reason, real-time scene generation would benefit from the use of a heuristical approach to the determination of shadow areas. In this paper, we introduce a number of heuristics that may be employed to facilitate real-time animation of objects with shadows at acceptable frame rates. We also present an application designed to investigate the feasibility of rendering shadows at varying levels of detail.
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© 1999 Springer-Verlag Wien
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Meaney, D., O’Sullivan, C. (1999). Heuristical Real-Time Shadows. In: Magnenat-Thalmann, N., Thalmann, D. (eds) Computer Animation and Simulation ’99. Eurographics. Springer, Vienna. https://doi.org/10.1007/978-3-7091-6423-5_16
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DOI: https://doi.org/10.1007/978-3-7091-6423-5_16
Publisher Name: Springer, Vienna
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