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Point Splatting Based on Translucent Shadow Mapping and Hierarchical Bucket Sorting
https://iwate-u.repo.nii.ac.jp/records/10214
https://iwate-u.repo.nii.ac.jp/records/10214e1648250-ee7e-4b64-a0b0-a6330f3c2f14
名前 / ファイル | ライセンス | アクション |
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jsas-v6n1p21-36.pdf (4.8 MB)
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Item type | 学術雑誌論文 / Journal Article(1) | |||||
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公開日 | 2013-01-17 | |||||
タイトル | ||||||
タイトル | Point Splatting Based on Translucent Shadow Mapping and Hierarchical Bucket Sorting | |||||
キーワード | ||||||
主題Scheme | Other | |||||
主題 | point splatting | |||||
キーワード | ||||||
主題Scheme | Other | |||||
主題 | translucent shadow mapping | |||||
キーワード | ||||||
主題Scheme | Other | |||||
主題 | visibility sorting | |||||
キーワード | ||||||
主題Scheme | Other | |||||
主題 | GPU acceleration | |||||
キーワード | ||||||
主題Scheme | Other | |||||
主題 | visualizing mixed 3D data | |||||
資源タイプ | ||||||
資源タイプ識別子 | http://purl.org/coar/resource_type/c_6501 | |||||
資源タイプ | journal article | |||||
著者 |
グンジェー, ゾリーグ
× グンジェー, ゾリーグ× 藤本, 忠博× 千葉, 則茂 |
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著者別名 | ||||||
姓名 | Gunjee, Zorig | |||||
著者別名 | ||||||
姓名 | Fujimoto, Tadahiro | |||||
著者別名 | ||||||
姓名 | Chiba, Norishige | |||||
著者(機関) | ||||||
Faculty of Engineering, Iwate University | ||||||
登録日 | ||||||
日付 | 2013-01-17 | |||||
書誌情報 |
The journal of the Society For Art and Science 巻 6, 号 1, p. 21-36, 発行日 2007-03-25 |
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ISSN | ||||||
収録物識別子タイプ | ISSN | |||||
収録物識別子 | 1347-2267 | |||||
Abstract | ||||||
内容記述タイプ | Other | |||||
内容記述 | In this paper we present our solution for shadow generation, visibility sorting and GPU based shading of translucent point data for point based rendering. Our Translucent Shadow Mapping Algorithm uses a spherical coordinate system and solves the distance-based sorting, transparency calculation, shadow mapping, omni-directional mapping and light intensity attenuation problems in one step. We also propose a novel algorithm for visibility sorting of unstructured grid data using the Hierarchical Bucket Sorting approach. This algorithm uses less memory and produces precise back-to-front ordered slices compared to previous methods. Finally, the shading calculations are performed in the GPU, using the rendering-oriented attributes of the point splats. Furthermore, we demonstrate the efficiency and flexibility of our novel approach of point splatting by showing several rendering results for visualizing mixed 3D data sets. | |||||
出版者 | ||||||
出版者 | The Society for Art and Science | |||||
著者版フラグ | ||||||
出版タイプ | VoR | |||||
出版タイプResource | http://purl.org/coar/version/c_970fb48d4fbd8a85 |