Forward Shadow Mapping

Author(s):  
Hansong Zhang
Keyword(s):  
2019 ◽  
Vol 9 (11) ◽  
pp. 2225 ◽  
Author(s):  
Francesco Osti ◽  
Gian Maria Santi ◽  
Gianni Caligiana

In this paper, we present a solution for the photorealistic ambient light render of holograms into dynamic real scenes, in augmented reality applications. Based on Microsoft HoloLens, we achieved this result with an Image Base Lighting (IBL) approach. The real-time image capturing that has been designed is able to automatically locate and position directional lights providing the right illumination to the holograms. We also implemented a negative “shadow drawing” shader that contributes to the final photorealistic and immersive effect of holograms in real life. The main focus of this research was to achieve a superior photorealism through the combination of real-time lights placement and negative “shadow drawing” shader. The solution was evaluated in various Augmented Reality case studies, from classical ones (using Vuforia Toolkit) to innovative applications (using HoloLens).


2019 ◽  
Vol 39 (1) ◽  
pp. 389-404
Author(s):  
M. C. F. Macedo ◽  
A. L. Apolinário ◽  
K. A. Agüero
Keyword(s):  

2007 ◽  
Vol 26 (3) ◽  
pp. 525-533 ◽  
Author(s):  
Gaël Guennebaud ◽  
Loïc Barthe ◽  
Mathias Paulin

2003 ◽  
Vol 8 (3) ◽  
pp. 23-32 ◽  
Author(s):  
Jukka Arva ◽  
Tima Aila
Keyword(s):  

2016 ◽  
Vol 679 ◽  
pp. 97-101
Author(s):  
Chang Yuen Chan ◽  
Li Hua Li ◽  
Wing Bun Lee ◽  
Ya Hui Liu

When the micro lens array machined by an ultra-precision machine was used in 3D computer graphics, a novel format of depth map image was invented with adaptively variable data length for multi requirements of different 3D computer graphics applications. A depth map is an image or image channel that contains information relating to the distance of the surfaces of objects a scene from a viewpoint. Depth maps can be applied for many functions: defocusing, rendering of 3D scenes, shadow mapping and other distance information-related applications.


2010 ◽  
Vol 34-35 ◽  
pp. 217-221
Author(s):  
Lei Xiao ◽  
Cheng Liu ◽  
Xi Long Qu

For the sake of improving the third dimension of 3D scenes, we analyze the existent real-time shadow generating algorithms, and improve the Chan’s smoothie soft shadow algorithm, make it based on shadow map, and treat with both the inner and outer penumbra. It not only effectively resolves the problems such as some algorithms can not cast shadow on itself and some are too complex, it also solves the aliasing problems of shadow mapping, and it meet the requirements of real-time in more complex scene. At last, the algorithm is emulated with DirectX, and the experimental results show the feasibility of the algorithm.


Sign in / Sign up

Export Citation Format

Share Document