Deutsch
 
Hilfe Datenschutzhinweis Impressum
  DetailsucheBrowse

Datensatz

DATENSATZ AKTIONENEXPORT

Freigegeben

Konferenzbeitrag

Extended Light Maps

MPG-Autoren
/persons/resource/persons44168

Brabec,  Stefan
Computer Graphics, MPI for Informatics, Max Planck Society;

/persons/resource/persons45449

Seidel,  Hans-Peter
Computer Graphics, MPI for Informatics, Max Planck Society;

Externe Ressourcen
Es sind keine externen Ressourcen hinterlegt
Volltexte (beschränkter Zugriff)
Für Ihren IP-Bereich sind aktuell keine Volltexte freigegeben.
Volltexte (frei zugänglich)
Es sind keine frei zugänglichen Volltexte in PuRe verfügbar
Ergänzendes Material (frei zugänglich)
Es sind keine frei zugänglichen Ergänzenden Materialien verfügbar
Zitation

Brabec, S., & Seidel, H.-P. (2000). Extended Light Maps. In Q. Mehdi, & N. Gough (Eds.), GAME-ON 2000 / 1st International Conference on Intelligent Games and Simulation (pp. 10-13). San Diego, USA: Society for Computer Simulation International.


Zitierlink: https://hdl.handle.net/11858/00-001M-0000-000F-34A3-4
Zusammenfassung
Todays graphics hardware is capable of performing a large number of operations at very high rates. Since most of the graphics chips are designed in a pipelined fashion, e.g. similar to the OpenGL rendering pipeline, it is necessary to utilize as many processing units as possible to achieve high-quality results while keeping the number of rendering passes needed at a minimum. In this paper we present an algorithm that combines two well known algorithms in a very efficient manner. One is the \textit{shadow mapping} technique that is used to compute a shadow mask to determine lit and shadowed pixels. The second algorithm is called \textit{light mapping} and is a common approach for rendering complex light effects. These two are combined into a single texture map which we call an \textit{extended light map}. The benefit of this approach is that nearly all stages of the graphics pipeline can be used during the shadow map generation phase, which results in better image quality and a reduced number of rendering passes.