Stencil Buffer Based Shadow Computations for Dynamic Environments

碩士 === 國立交通大學 === 資訊工程學系 === 86 === In dynamic environments, shadows not only improve the image quality of the scene, but also enhance the perception of spatial relationships. In this thesis, we purpose an object-based hard shadow compu...

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Main Authors: Kuo, Jiun-Long, 郭俊隆
Other Authors: Chuang Jung-Hong
Format: Others
Language:zh-TW
Published: 1998
Online Access:http://ndltd.ncl.edu.tw/handle/03800143383011941229
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spelling ndltd-TW-086NCTU03920872015-10-13T11:06:14Z http://ndltd.ncl.edu.tw/handle/03800143383011941229 Stencil Buffer Based Shadow Computations for Dynamic Environments 應用StencilBuffer的動態陰影計算 Kuo, Jiun-Long 郭俊隆 碩士 國立交通大學 資訊工程學系 86 In dynamic environments, shadows not only improve the image quality of the scene, but also enhance the perception of spatial relationships. In this thesis, we purpose an object-based hard shadow computation method for dynamic environments. First, we attempt to find the contour (silhouette), called effective shadowing contour (abbreviate ESC), for each object and each point light source. The shadow volumes are constructed by the effective shadowing contours. Next, we find occlusion relationships between objects in the scene by some methods similar to shadow tiling algorithm and painter's algorithm. Finally, we use stencil buffer to generate shadows. Moreover, we purpose speed-up methods for dynamic environments, such as local update of scene change, normal mask for light-face/back-face testing, frame coherence exploration for ESC computation, and occlusion culling for reducing the number of the polygons needed for shadow computation. According to our experiments, the stencil buffer based method is more efficient than shadow volume binary space partition tree (SVBSP tree) based algorithm. we also compare three stencil buffer based methods, and try to conclude with a suitable architecture for shadow computations. Chuang Jung-Hong 莊榮宏 1998 學位論文 ; thesis 90 zh-TW
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description 碩士 === 國立交通大學 === 資訊工程學系 === 86 === In dynamic environments, shadows not only improve the image quality of the scene, but also enhance the perception of spatial relationships. In this thesis, we purpose an object-based hard shadow computation method for dynamic environments. First, we attempt to find the contour (silhouette), called effective shadowing contour (abbreviate ESC), for each object and each point light source. The shadow volumes are constructed by the effective shadowing contours. Next, we find occlusion relationships between objects in the scene by some methods similar to shadow tiling algorithm and painter's algorithm. Finally, we use stencil buffer to generate shadows. Moreover, we purpose speed-up methods for dynamic environments, such as local update of scene change, normal mask for light-face/back-face testing, frame coherence exploration for ESC computation, and occlusion culling for reducing the number of the polygons needed for shadow computation. According to our experiments, the stencil buffer based method is more efficient than shadow volume binary space partition tree (SVBSP tree) based algorithm. we also compare three stencil buffer based methods, and try to conclude with a suitable architecture for shadow computations.
author2 Chuang Jung-Hong
author_facet Chuang Jung-Hong
Kuo, Jiun-Long
郭俊隆
author Kuo, Jiun-Long
郭俊隆
spellingShingle Kuo, Jiun-Long
郭俊隆
Stencil Buffer Based Shadow Computations for Dynamic Environments
author_sort Kuo, Jiun-Long
title Stencil Buffer Based Shadow Computations for Dynamic Environments
title_short Stencil Buffer Based Shadow Computations for Dynamic Environments
title_full Stencil Buffer Based Shadow Computations for Dynamic Environments
title_fullStr Stencil Buffer Based Shadow Computations for Dynamic Environments
title_full_unstemmed Stencil Buffer Based Shadow Computations for Dynamic Environments
title_sort stencil buffer based shadow computations for dynamic environments
publishDate 1998
url http://ndltd.ncl.edu.tw/handle/03800143383011941229
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AT guōjùnlóng yīngyòngstencilbufferdedòngtàiyīnyǐngjìsuàn
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