Název: Generation of Shadows in Scene Graph based VR
Autoři: Kuehl, Bjoern
Blom, Kristopher J.
Beckhaus, Steffi
Citace zdrojového dokumentu: WSCG '2007: Full Papers Proceedings: The 15th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision 2007 in co-operation with EUROGRAPHICS: University of West Bohemia Plzen Czech Republic, January 29 – February 1, 2007, p. 295-302.
Datum vydání: 2007
Nakladatel: Václav Skala - UNION Agency
Typ dokumentu: konferenční příspěvek
conferenceObject
URI: http://wscg.zcu.cz/wscg2007/Papers_2007/full/!WSCG2007_Full_Proceedings_Final-1.zip
http://hdl.handle.net/11025/11023
ISBN: 978-80-86943-98-5
Klíčová slova: graf scény;virtuální realita;mapování stínů
Klíčová slova v dalším jazyce: scene graph;virtual reality;shadow mapping
Abstrakt: In this paper, we present our experience implementing shadows in Scene Graph based Virtual Reality systems. Shadows are an important part of the human perception of both shape and depth and, yet, are a largely missing component in Virtual Environments. In this work, we investigate extending standard Scene Graphs to automatically produce shadowed scenes. This paper presents our experience embedding two popular real-time shadow methods, Shadow Mapping and Stencil Shadow Volumes, in a popular Scene Graph system, OpenGL Performer. Our experience has shown both ways in which they can be used and also a number of weakness in the current state of both Scene Graph systems and shadow methods. Based on our experiences, we present suggestions for the user desiring to include shadows in their Virtual Environment and highlight areas, where further development would benefit users significantly.
Práva: © Václav Skala - UNION Agency
Vyskytuje se v kolekcích:WSCG '2007: Full Papers Proceedings

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