Information
- Publication Type: Published Book
- Workgroup(s)/Project(s):
- Date: 2011
- ISBN: 978-1568814384
- Pages: 398
- Publisher: A.K. Peters
- Keywords: computer games, real-time rendering, shadows
Abstract
Important elements of games, movies, and other computer-generated content, shadows are crucial for enhancing realism and providing important visual cues. In recent years, there have been notable improvements in visual quality and speed, making high-quality realistic real-time shadows a reachable goal.Real-Time Shadows is a comprehensive guide to the theory and practice of real-time shadow techniques. It covers a large variety of different effects, including hard, soft, volumetric, and semi-transparent shadows.
The book explains the basics as well as many advanced aspects related to the domain of shadow computation. It presents interactive solutions and practical details on shadow computation. The authors compare various algorithms for creating real-time shadows and illustrate how they are used in different situations. They explore the limitations and failure cases, advantages and disadvantages, and suitability of the algorithms in several applications. Source code, videos, tutorials, and more are available on the book’s website.
Additional Files and Images
Weblinks
No further information available.BibTeX
@book{EISEMANN-2011-RTS,
title = "Real-Time Shadows",
author = "Elmar Eisemann and Michael Schwarz and Ulf Assarsson and
Michael Wimmer",
year = "2011",
abstract = "Important elements of games, movies, and other
computer-generated content, shadows are crucial for
enhancing realism and providing important visual cues. In
recent years, there have been notable improvements in visual
quality and speed, making high-quality realistic real-time
shadows a reachable goal. Real-Time Shadows is a
comprehensive guide to the theory and practice of real-time
shadow techniques. It covers a large variety of different
effects, including hard, soft, volumetric, and
semi-transparent shadows. The book explains the basics as
well as many advanced aspects related to the domain of
shadow computation. It presents interactive solutions and
practical details on shadow computation. The authors compare
various algorithms for creating real-time shadows and
illustrate how they are used in different situations. They
explore the limitations and failure cases, advantages and
disadvantages, and suitability of the algorithms in several
applications. Source code, videos, tutorials, and more are
available on the book’s website.",
isbn = "978-1568814384",
pages = "398",
publisher = "A.K. Peters",
keywords = "computer games, real-time rendering, shadows",
URL = "https://www.cg.tuwien.ac.at/research/publications/2011/EISEMANN-2011-RTS/",
}