{"title":"使用轮廓细节级别简化阴影体积","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":"{\"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}","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}
Simplified Shadow Volumes using Silhouette Level-of-Detail
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.