Abstract

Problem statement: Shadows are most important effect to make realistic games and visually appealing images, but they are poor in frame per second. Silhouette detection is most important phases to create real-time shadow. Approach: Present study describes a real-time shadow generated with volume shadow algorithm using Visible-Non Visible algorithm (VNV) in virtual environment illuminated by a movable light source to improve the frame per second. Silhouette detection that is most expensive part of shadow creation was described. Triangular method and VNV method were compared. An improved algorithm for volume shadow was proposed and volume shadow using both methods in C++ Opengl implemented. Results: The VNV algorithm increases the number of Frame Per Second (FPS) and as a result decreases the cost of implementation. Conclusion: A verified algorithm for volume shadow makes it easy to understand by everyone how to produce real-time shadow in outdoor and indoor virtual environment. It is possible to use it in current commercial games or other virtual reality systems.

Highlights

  • Shadows are most important effect to make realistic games and visually appealing images, but they are poor in Frame Per Second (FPS) and difficult to implement in real-time environment (Yaashuwanth and Ramesh 2010)

  • Published a paper based on volume shadow using stencil buffer, which is even today the main shadow volume algorithm

  • To create volume shadow some techniques like silhouette detection, stencil buffer and Z-pass algorithm are needed

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Summary

INTRODUCTION

Shadows are most important effect to make realistic games and visually appealing images, but they are poor in Frame Per Second (FPS) and difficult to implement in real-time environment (Yaashuwanth and Ramesh 2010). The idea of volume shadow was proposed when Frank Crow published his ray-casting based shadow volume algorithm. His method explicitly clips shadow geometry to view the frustum (Crow, 1977). Stencil shadows belong to the group of volumetric shadow algorithms, as the shadowed volume in the scene is explicit in the algorithm He proposed how the original stencil shadow volume technique works. Another algorithm that Carmack suggested was a bit different from the previous algorithms which includes rays that are traced from infinity towards the eye (Lokovic and Veach, 2000). He has proposed a lot of algorithms and methods to create real-time shadow (Assarsson and Akenine-Moller, 2004)

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