{"title":"Simplified Shadow Volumes using Silhouette Level-of-Detail","authors":"J. Strauss, A. Datta","doi":"10.1109/ICCSA.2007.39","DOIUrl":null,"url":null,"abstract":"This paper presents an optimisation of the existing shadow volume algorithm using a polygonal mesh refinement data structure known as the merge tree. The merge tree is combined with a custom visibility function to generate a mesh refinement known as a silhouette level-of-detail (SLOD). The SLOD retains all original mesh detail in the region of the silhouette and coarsely approximates the mesh elsewhere. Using a SLOD accelerates the creation of shadow volumes in two ways. Firstly, a SLOD contains fewer edges than the original mesh, reducing the time required to find correct silhouette edges. Secondly, a shadow volume produced from a SLOD contains less geometry than a shadow volume produced from the original mesh, hence it may be rendered more quickly.","PeriodicalId":386960,"journal":{"name":"2007 International Conference on Computational Science and its Applications (ICCSA 2007)","volume":"20 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2007-08-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"5","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2007 International Conference on Computational Science and its Applications (ICCSA 2007)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICCSA.2007.39","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 5
Abstract
This paper presents an optimisation of the existing shadow volume algorithm using a polygonal mesh refinement data structure known as the merge tree. The merge tree is combined with a custom visibility function to generate a mesh refinement known as a silhouette level-of-detail (SLOD). The SLOD retains all original mesh detail in the region of the silhouette and coarsely approximates the mesh elsewhere. Using a SLOD accelerates the creation of shadow volumes in two ways. Firstly, a SLOD contains fewer edges than the original mesh, reducing the time required to find correct silhouette edges. Secondly, a shadow volume produced from a SLOD contains less geometry than a shadow volume produced from the original mesh, hence it may be rendered more quickly.