نتایج جستجو برای: shadow 50 light
تعداد نتایج: 848769 فیلتر نتایج به سال:
Hierarchical subdivision techniques remove the need for a-priori meshing of surfaces when approximating global illumination. In addition they allow progressive reenement of the solution. However, when subdivision is based upon Monte Carlo methods, due to the stochastic nature of such techniques, subdivision decisions cannot be made unless a suuciently large number of samples have been considere...
The image of an object and of the shadow it casts on a planar surface provides important cues for three-dimensional (3D) stance recovery. We assume that the position of the plane on which the shadow lies with respect to a pinhole camera is known and that the position of the light source is unknown. If the light source is sufficiently far away that parallel projection may be assumed, then knowle...
Point-based rendering methods have proven to be effective for the display of large point cloud surface models, basically replacing global surface reconstruction with local surface estimations, for example, via splats or implicit functions. Crucial to their performance in terms of rendering quality and speed is the representation of the local surface patches. We present an approach that avoids a...
Shadow banking is a term that came out of the financial crisis of 2007-2009. There is a belief that shadow banking was one of the crisis reasons. Because the excessive expansion of shadow banking endangers the financial stability of countries, this paper examines the impact of shadow banking on financial stability using data from 14 countries of the G20 during 2002-2018. We divided countries in...
Generating soft shadows in real-time is difficult. Exact methods (such as ray tracing, and multiple light source simulation) are too slow, while approximate methods often over-estimate the umbra regions. In this paper, we introduce a new algorithm based on the shadow map method to quickly and accurately render soft shadows produced by a light source. Our method builds inner and outer translucen...
We present a new real-time shadow rendering approach whose kernel is a hierarchical disk-based approximation to the scene geometry. We show that this approximated representation greatly accelerates the visibility inquiry, facilitating the real-time computation of anisotropic occlusion in GPU. By taking account of anisotropic occlusion, our approach can simulate the shadow cast from not only amb...
The following article formulates the optimization problem for shadow maps without providing any good answer to the problem. For our purpose, a shadow map is a rasterized image of depth information for a scene from a light's perspective. The map is used in rendering to test if a given pixel is visible with respect to a light source. An overview of the method is provided in Algorithm 1.
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