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dc.contributor.authorTanaka, Toshimitsuen_US
dc.contributor.authorTakahashi, Tokiichiroen_US
dc.date.accessioned2014-10-21T07:37:46Z
dc.date.available2014-10-21T07:37:46Z
dc.date.issued1995en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.1995.cgf143-0205.xen_US
dc.description.abstractThis paper presents a fast shadowing algorithm for linear light sources that uses a ray-oriented buffer. Space segmentation by the buffer guarantees that if a point is included in a subspace, all light rays toward the point are also contained in the subspace. Each cell of the buffer stores a list of objects that lie within or intersect the subspace allocated to the cell. Therefore, candidate objects, those that may cast shadows onto a point, are determined by referring to the cell where the point is mapped. In addition, whether each candidate object actually casts shadows or not is tested with the bounding-volume of the shadow space to reduce the number of objects subjected to expensive light clipping. The bounding-volumes are also stored in the buffer. For efficiently generating the ray-oriented buffer, we present the cylindrical scan-conversion algorithm. The algorithm preconverts objects surfaces to trapezia to decrease the light clipping cost, then connects the trapezia to the buffer cells.Due to the above improvements, our algorithm achieves over 10 times faster shadow generation compared to the conventional methods. Experimental results confirm that our method can generate realistic images with soft shadows in a few minutes.en_US
dc.publisherBlackwell Science Ltd and the Eurographics Associationen_US
dc.titleFast Shadowing Algorithm for Linear Light Sourcesen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume14en_US
dc.description.number3en_US
dc.identifier.doi10.1111/j.1467-8659.1995.cgf143-0205.xen_US
dc.identifier.pages205-216en_US


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