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dc.contributor.authorKuehl, Bjoern
dc.contributor.authorBlom, Kristopher J.
dc.contributor.authorBeckhaus, Steffi
dc.contributor.editorRossignac, Jarek
dc.contributor.editorSkala, Václav
dc.identifier.citationWSCG '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.en
dc.description.abstractIn 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.en
dc.format8 s., 1 prezentacecs
dc.publisherVáclav Skala - UNION Agencycs
dc.relation.ispartofseriesWSCG '2007: Full Papers Proceedingsen
dc.rights© Václav Skala - UNION Agencyen
dc.subjectgraf scénycs
dc.subjectvirtuální realitacs
dc.subjectmapování stínůcs
dc.titleGeneration of Shadows in Scene Graph based VRen
dc.typekonferenční příspěvekcs
dc.subject.translatedscene graphen
dc.subject.translatedvirtual realityen
dc.subject.translatedshadow mappingen
Appears in Collections:WSCG '2007: Full Papers Proceedings

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Please use this identifier to cite or link to this item: http://hdl.handle.net/11025/11023

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