| Document Date: 2003-01-09 03:18:28 Open Document File Size: 700,80 KBShare Result on Facebook
City Plzen / Potsdam / / Company NVidia Corporation / H. P. Hardware / / Country Germany / Czech Republic / / / Facility Carnegie Mellon University / University of Utah / University of Potsdam Prof.-Dr.-Helmert-Straße / / IndustryTerm post-processing step / software method / presented algorithm / depth-map algorithm / graphics hardware algorithms / less general algorithm / shadow volume algorithms / Dynamic soft shadow algorithms / real-time calculation / few shadow volume algorithms / 64MB graphics hardware / presented soft shadow algorithm / hardware algorithm / real-time rendering systems / shadow computation using graphics hardware / Depth-map shadow algorithms / hard shadow depth-map algorithm / depth-map algorithms / depth-map shadow algorithm / real-time rendering algorithm / real-time graphics hardware / hard shadow algorithms / pre-processing step / soft shadow algorithm / neighborhood search / shadow algorithm / real-time rendering / shadow volume algorithm / graphics hardware / shadow algorithms / dot-product / depth buffer algorithm / real-time soft shadow algorithms / pre-processing / / Organization University of Potsdam / Institute for Software Engineering / University of Utah / UNION Agency / Carnegie Mellon University / Universität Erlangen / / Person Iris Universe / Hubert Huu / / Position editor / / Product Samsung NV30 Digital Camera / / ProvinceOrState Utah / / PublishedMedium Computer Graphics / Game Developer / / Technology alpha / depth buffer algorithm / depth-map algorithm / Soft Shadow Algorithms / hard shadow algorithms / depth-map shadow algorithm / few shadow volume algorithms / F. C. Shadow algorithms / DISCUSSION Possible Artifacts Our algorithm / differing graphics hardware algorithms / soft shadow algorithm / depth-map algorithms / Keywords Soft Shadow Algorithms / known real-time soft shadow algorithms / CGI / presented algorithm / Depth-map shadow algorithms / shadow volume algorithm / presented soft shadow algorithm / shadow volume algorithms / shadow algorithm / 3D Graphics / hardware algorithm / real-time rendering algorithm / Dynamic soft shadow algorithms / hard shadow depth-map algorithm / /
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