203 research outputs found

    Shadow Mapping or Shadow Volume?

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    In this paper two techniques of shadow generation are described. Volume shadow is geometric base but shadow mapping is image base. Silhouette detection is a most expensive step to create volume shadow. Two algorithms to recognize silhouette are introduced. Stencil buffer and Z- buffer are two other tools for creating shadow by volume shadow technique. Both algorithms are implemented in virtual environment with moveable light source. Triangular method and the Visible-non visible method are introduced. The recent traditional silhouette detection and implementation techniques used in volume shadow algorithm are improved. With introduce flowchart of both algorithms, the last volume shadow algorithm using stencil buffer is rewritten. A very simple algorithm to create volume shadow is proposed. The last shadow mapping algorithm is rewritten. These techniques are poised to bring realism into commercial games. It may be use in virtual reality applications

    An Overview on Base Real-Time Shadow Techniques in Virtual Environments

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    Shadows are elegant to create a realistic scene in virtual environments. Variety types of shadow techniques encourage us to prepare an overview on all base shadow techniques. Non real-time and real-time techniques are big subdivision of shadow generation. In non real-time techniques ray tracing, ray casting and radiosity are well known and deeply described. Radiosity implemented to create very realistic shadow on non real-time scene. Although traditional radiosity algorithm is difficult to implement, we have proposed a simple one. The proposed pseudo code is easier to understand and implement. Ray tracing used to prevent of collision of movement objects. Projection shadow, shadow volume and shadow mapping are used to create real-time shadow in virtual environments. We have used projection shadow for some objects are static and have shadow on flat surface. Shadow volume used to create accurate shadow with sharp outline. Shadow mapping that is the base of most recently techniques is reconstructed. The reconstruct algorithm gives some new idea to propose another algorithm based on shadow mapping.  

    Smoke and Shadows: Rendering and Light Interaction of Smoke in Real-Time Rendered Virtual Environments

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    Realism in computer graphics depends upon digitally representing what we see in the world with careful attention to detail, which usually requires a high degree of complexity in modelling the scene. The inevitable trade-off between realism and performance means that new techniques that aim to improve the visual fidelity of a scene must do so without compromising the real-time rendering performance. We describe and discuss a simple method for realistically casting shadows from an opaque solid object through a GPU (graphics processing unit) based particle system representing natural phenomena, such as smoke

    3D simulation of complex shading affecting PV systems taking benefit from the power of graphics cards developed for the video game industry

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    Shading reduces the power output of a photovoltaic (PV) system. The design engineering of PV systems requires modeling and evaluating shading losses. Some PV systems are affected by complex shading scenes whose resulting PV energy losses are very difficult to evaluate with current modeling tools. Several specialized PV design and simulation software include the possibility to evaluate shading losses. They generally possess a Graphical User Interface (GUI) through which the user can draw a 3D shading scene, and then evaluate its corresponding PV energy losses. The complexity of the objects that these tools can handle is relatively limited. We have created a software solution, 3DPV, which allows evaluating the energy losses induced by complex 3D scenes on PV generators. The 3D objects can be imported from specialized 3D modeling software or from a 3D object library. The shadows cast by this 3D scene on the PV generator are then directly evaluated from the Graphics Processing Unit (GPU). Thanks to the recent development of GPUs for the video game industry, the shadows can be evaluated with a very high spatial resolution that reaches well beyond the PV cell level, in very short calculation times. A PV simulation model then translates the geometrical shading into PV energy output losses. 3DPV has been implemented using WebGL, which allows it to run directly from a Web browser, without requiring any local installation from the user. This also allows taken full benefits from the information already available from Internet, such as the 3D object libraries. This contribution describes, step by step, the method that allows 3DPV to evaluate the PV energy losses caused by complex shading. We then illustrate the results of this methodology to several application cases that are encountered in the world of PV systems design.Comment: 5 page, 9 figures, conference proceedings, 29th European Photovoltaic Solar Energy Conference and Exhibition, Amsterdam, 201

    Interior Batik Gallery Using Normal Mapping For Virtual Reality

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    We present an 3D Modelling  object for  batik Gallery  in virtual reality with textured material photo,  Lighting effect  and primitive mess with Normal Mapping Metthod. Normal Mapping is one of many method  to  give  depht  Impression texture and detail for object without  many   polycount, so we can get  efficiency of the computer work without loss of detail desired.  in this research  we try to explain  several techniques in making batik Gallery design textures with  modeling 3D,  The methods include stage Normal Mapping, Environment maps, bump maps, and shadow maps. The next proscess we can use Directional Light and Point Light for each object to get the  impression of depth and real dimension for each  texture.  The result of this research is  to improve  the modern batik consept and patterns with immersive  3D Room  in Virtual realit

    To Combine Silhouette Detection and Stencil Buffer for Generating Real-Time Shadow

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    This paper describes one of the best methods to generate real-time shadow that called volume shadow. Volume shadow algorithm is possible to implement for virtual environment with moveable illuminated light source. We improve to find silhouette and implementation of the last techniques used in shadow volume algorithms, and limitation of length of volume of each semi-polygon that makes between silhouette's edge and shadow receiver. We rewrite the last volume shadow algorithm using stencil buffer and propose a pseudo code in OpenGl. The best tools that we have used in this algorithm are stencil buffer and Z-buffer.It makes realistic commercial games or it can be use in virtual reality systems

    A Fast Silhouette Detection Algorithm for Shadow Volumes in Augmented Reality

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    Real-time shadow generation in virtual environments and Augmented Reality (AR) was always a hot topic in the last three decades. Lots of calculation for shadow generation among AR needs a fast algorithm to overcome this issue and to be capable of implementing in any real-time rendering. In this paper, a silhouette detection algorithm is presented to generate shadows for AR systems. Δ+algorithm is presented based on extending edges of occluders to recognize which edges are silhouettes in the case of real-time rendering. An accurate comparison between the proposed algorithm and current algorithms in silhouette detection is done to show the reduction calculation by presented algorithm. The algorithm is tested in both virtual environments and AR systems. We think that this algorithm has the potential to be a fundamental algorithm for shadow generation in all complex environments

    Fuzzy Soft Shadow in Augmented Reality Systems

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    Realistic soft shadows in Augmented Reality (AR) is a fascinating topic in computer graphics. Many researchers are involved to have a significant improvement on this demand. In this paper, we have presented a new technique to produce soft shadows using one of the well-known methods in mathematics called Fuzzy Logic. Fuzzy logic is taken into account to generate the realistic soft shadows in AR. The wide light source is split into some parts that each of them plays the rule of a single light source. The desired soft shadow is generated by splitting the wide light source into multiple parts and considering each part as a single light source. The method which we called Fuzzy Soft Shadow is employed in AR to enhance the quality of semi-soft shadows and soft shadows
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