Efficient Shadows for GPU-based Volume Raycasting
International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision (WSCG), page 17--24 - 2008
GPU-based raycasting has emerged as the defacto standard for
interactive volume rendering on off-the-shelf graphics hardware.
Even though in theory this technique can be easily extended by
shadow feelers in order to support shadows, this obvious approach
has a major impact on the rendering performance. In this paper we
will investigate shadowing extensions for GPU-based volume
raycasting and compare them with respect to their quality and their
performance. In particular, we will consider shadow rays, shadow
mapping and deep shadow maps. For these techniques we will address
their implementations using current graphics boards, and we will
compare their visual results as well as their runtime behavior.
Images and movies
BibTex references
@inproceedings{RKH08,
author = {Ropinski, Timo and Kasten, Jens and Hinrichs, Klaus},
title = {{Efficient Shadows for GPU-based Volume Raycasting}},
booktitle = {International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision (WSCG)},
pages = {17--24},
year = {2008}
}
![wscg08-shadows.pdf [4.5Mo]](/publications/images/pdf.png)