Real-time volume shadow using visible-non visible algorithm

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 shad...

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Main Authors: Kolivand, Hoshang, Sunar, Mohd. Shahrizal, Amirshakarami, Azam, Ranjbari, Zhila
Format: Article
Language:English
Published: Science Publications 2011
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Online Access:http://eprints.utm.my/id/eprint/29404/1/HoshangKolivand2011_Real-TimeVolumeShadowUsingVisible-NonVisible.pdf
http://eprints.utm.my/id/eprint/29404/
http://dx.doi.org/10.3844/jcssp.2011.980.985
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spelling my.utm.294042019-03-26T08:07:26Z http://eprints.utm.my/id/eprint/29404/ Real-time volume shadow using visible-non visible algorithm Kolivand, Hoshang Sunar, Mohd. Shahrizal Amirshakarami, Azam Ranjbari, Zhila QA75 Electronic computers. Computer science 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. Science Publications 2011 Article PeerReviewed application/pdf en http://eprints.utm.my/id/eprint/29404/1/HoshangKolivand2011_Real-TimeVolumeShadowUsingVisible-NonVisible.pdf Kolivand, Hoshang and Sunar, Mohd. Shahrizal and Amirshakarami, Azam and Ranjbari, Zhila (2011) Real-time volume shadow using visible-non visible algorithm. Journal of Computer Science, 7 (7). pp. 980-985. ISSN 1549-3636 http://dx.doi.org/10.3844/jcssp.2011.980.985 DOI:10.3844/jcssp.2011.980.985
institution Universiti Teknologi Malaysia
building UTM Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Teknologi Malaysia
content_source UTM Institutional Repository
url_provider http://eprints.utm.my/
language English
topic QA75 Electronic computers. Computer science
spellingShingle QA75 Electronic computers. Computer science
Kolivand, Hoshang
Sunar, Mohd. Shahrizal
Amirshakarami, Azam
Ranjbari, Zhila
Real-time volume shadow using visible-non visible algorithm
description 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.
format Article
author Kolivand, Hoshang
Sunar, Mohd. Shahrizal
Amirshakarami, Azam
Ranjbari, Zhila
author_facet Kolivand, Hoshang
Sunar, Mohd. Shahrizal
Amirshakarami, Azam
Ranjbari, Zhila
author_sort Kolivand, Hoshang
title Real-time volume shadow using visible-non visible algorithm
title_short Real-time volume shadow using visible-non visible algorithm
title_full Real-time volume shadow using visible-non visible algorithm
title_fullStr Real-time volume shadow using visible-non visible algorithm
title_full_unstemmed Real-time volume shadow using visible-non visible algorithm
title_sort real-time volume shadow using visible-non visible algorithm
publisher Science Publications
publishDate 2011
url http://eprints.utm.my/id/eprint/29404/1/HoshangKolivand2011_Real-TimeVolumeShadowUsingVisible-NonVisible.pdf
http://eprints.utm.my/id/eprint/29404/
http://dx.doi.org/10.3844/jcssp.2011.980.985
_version_ 1643648292324638720
score 13.211869