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Radiosity / Rendering / Ray tracing / Global illumination / Per-pixel lighting / Cube mapping / Deferred shading / Shadow mapping / Ambient occlusion / Computer graphics / 3D computer graphics / Shading


Reflective Shadow Maps Carsten Dachsbacher∗ University of Erlangen-Nuremberg Marc Stamminger† University of Erlangen-Nuremberg
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Document Date: 2011-04-21 02:16:07


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File Size: 2,22 MB

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Company

GPU / Microsoft / /

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Facility

Reflective Shadow Maps Carsten Dachsbacher∗ University of Erlangen-Nuremberg Marc Stamminger† University / /

IndustryTerm

geometry-based soft shadow volume algorithm using graphics hardware / illumination algorithms / contemporary graphics hardware / graphics acceleration hardware / dot product / computed radiosity solution / energy flux / illumination solutions / soft-shadow algorithm / graphics hardware / fragment processing / Shadow algorithms / /

Organization

Erlangen-Nuremberg Marc Stamminger† University of Erlangen-Nuremberg Figure / Reflective Shadow Maps Carsten Dachsbacher∗ University / /

Person

Ray Tracing / Marc Stamminger / /

Position

representative / /

Product

PS3 / Pixel Shader 3.0 / Radeon 9700 card / Radeon 9700 / /

PublishedMedium

Computer Graphics / ACM Transactions on Graphics / /

Technology

geometry-based soft shadow volume algorithm / Shadow algorithms / Graphics processors / soft-shadow algorithm / 4 processor / illumination algorithms / /

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