Home

About

Advanced Search

Browse by Discipline

Scientific Societies

E-print Alerts

Add E-prints

E-print Network
FAQHELPSITE MAPCONTACT US


  Advanced Search  

 
Improved Ray Hierarchy Alias Free Shadows Technical Report 2011:09
 

Summary: Improved Ray Hierarchy Alias Free Shadows
Technical Report 2011:09
ISSN 1652-926X
Ola Olsson and Ulf Assarsson
May 6, 2011
Abstract
In this article, we introduce and evaluate several new algorithmic improve-
ments to Ray Hierarchies. The improved algorithm is used to produce ray-traced
shadows for omni-directional lights in fully dynamic environments. The new al-
gorithmic improvements increase culling rate of the traversal algorithm, in some
cases dramatically cutting the number of visited nodes. To evaluate performance,
we present a GPU implementation using CUDA, which uses a hybrid breadth-
depth algorithm to perform the traversal using bounded memory. The results show
that the use of improved cone hierarchies is able to produce high quality shadows
quickly ­ for some scenes in real-time.
1 Introduction
Shadows, it is well known, are very important for visual fidelity in computer generated
images. The most popular algorithm for real-time shadows is shadow mapping, owing
to its flexibility and high performance. This technique, while fast, suffers from various
forms of aliasing [SD02] and are limited to a single plane of projection. It also requires

  

Source: Assarsson, Ulf - Department of Computer Engineering, Chalmers University of Technology

 

Collections: Computer Technologies and Information Sciences