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ABSTRACT
Shadows are advocated for improved comprehension and enhanced realism in computer-synthesized images. A classification of shadow algorithms delineates three approaches: shadow computation during scanout; division of object surfaces into shadowed and unshadowed areas prior to removal of hidden surfaces; and inclusion of shadow volumes in the object data. The classes are related to existing shadow algorithms and implementations within each class are sketched. A brief comparison of the three approaches suggests that the last approach has the most appealing characteristics.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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CITED BY 116
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Katrien Jacobs , Jean-Daniel Nahmias , Cameron Angus , Alex Reche , Celine Loscos , Anthony Steed, Automatic generation of consistent shadows for augmented reality, Proceedings of the 2005 conference on Graphics interface, May 09-11, 2005, Victoria, British Columbia
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Thomas Annen , Zhao Dong , Tom Mertens , Philippe Bekaert , Hans-Peter Seidel , Jan Kautz, Real-time, all-frequency shadows in dynamic scenes, ACM Transactions on Graphics (TOG), v.27 n.3, August 2008
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