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dc.contributor.authorYuksel, Cemen_US
dc.contributor.authorKeyser, Johnen_US
dc.date.accessioned2015-02-21T16:19:48Z
dc.date.available2015-02-21T16:19:48Z
dc.date.issued2008en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2008.01165.xen_US
dc.description.abstractWe present a new method for rapidly computing shadows from semi-transparent objects like hair. Our deep opacity maps method extends the concept of opacity shadow maps by using a depth map to obtain a per pixel distribution of opacity layers. This approach eliminates the layering artifacts of opacity shadow maps and requires far fewer layers to achieve high quality shadow computation. Furthermore, it is faster than the density clustering technique, and produces less noise with comparable shadow quality. We provide qualitative comparisons to these previous methods and give performance results. Our algorithm is easy to implement, faster, and more memory efficient, enabling us to generate high quality hair shadows in real-time using graphics hardware on a standard PC.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titleDeep Opacity Mapsen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume27en_US
dc.description.number2en_US
dc.identifier.doi10.1111/j.1467-8659.2008.01165.xen_US
dc.identifier.pages675-680en_US


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