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Abstract

Casted shadows are a crucial topic in 3D computer graphics. They have a major influence on the realism and on the quality of rendered pictures. Moreover, without them, the relative depth of the objects in a scene can often not be understood. But rendering high-quality shadows in real time is a challenging problem. This report deals with the work done during an internship at Navigram BV. This company provides online 3D interactive solutions to the furniture and real estate industries. Their products are based on a rendering engine that does not support shadowing. The aim of this internship was therefore to implement shadowing in a real-time engine and this report explains how we did it. We will first describe the context of this master thesis and discuss the specificities that influenced our work. Then we will make a short introduction to shadowing and define the vocabulary used. The chapter IV consists in an overview of state-of-the-art shadowing methods. Using some of the presented algorithms, we implemented the first shadowing methods. They will be discussed in the fourth part of this report. But these basic techniques did not provide the aimed level of quality so we had to improve them later on. Finally, we will present the final rendering pipeline that is able to render high quality shadows in real time by combining the various algorithms.

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BibTeX

@mastersthesis{TOROMANOFF-2005-ASA,
  title =      "An Adaptable Real-time Soft Shadow Algorithm for Multi-lit
               Semi-static Scenes",
  author =     "Olivier Toromanoff",
  year =       "2005",
  abstract =   "Casted shadows are a crucial topic in 3D computer graphics.
               They have a major influence on the realism and on the
               quality of rendered pictures. Moreover, without them, the
               relative depth of the objects in a scene can often not be
               understood. But rendering high-quality shadows in real time
               is a challenging problem. This report deals with the work
               done during an internship at Navigram BV. This company
               provides online 3D interactive solutions to the furniture
               and real estate industries. Their products are based on a
               rendering engine that does not support shadowing. The aim of
               this internship was therefore to implement shadowing in a
               real-time engine and this report explains how we did it. We
               will first describe the context of this master thesis and
               discuss the specificities that influenced our work. Then we
               will make a short introduction to shadowing and define the
               vocabulary used. The chapter IV consists in an overview of
               state-of-the-art shadowing methods. Using some of the
               presented algorithms, we implemented the first shadowing
               methods. They will be discussed in the fourth part of this
               report. But these basic techniques did not provide the aimed
               level of quality so we had to improve them later on.
               Finally, we will present the final rendering pipeline that
               is able to render high quality shadows in real time by
               combining the various algorithms.",
  month =      nov,
  address =    "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria",
  school =     "Institute of Computer Graphics and Algorithms, Vienna
               University of Technology ",
  URL =        "https://www.cg.tuwien.ac.at/research/publications/2005/TOROMANOFF-2005-ASA/",
}