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Exploitation of human shadow perception for fast shadow rendering

Published: 26 August 2005 Publication History

Abstract

In this paper we describe an experiment to obtain information about the perceptual potential of the human visual system regarding shadow perception. Shadows play an important part for communicating spatial structures of objects to the observer. They are also essential for the overal realism of the rendered image. Unfortunately, most algorithms in computer graphics which are capable of producing realistic shadows are computationally expensive. The main idea behind the experiment is to use a simplified version of the shadow caster to generate hard and soft shadows, which would rapidly increase performance and to evaluate up to which degree a simplification is possible, without producing noticeable errors. Therefore, an experiment is performed, in which the test persons should mark the point of the just noticeable difference. First results show, that a mesh simplified to only 1% of its original complexity is capable to cast soft shadows that satisfy 90% of the test persons.

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cover image ACM Conferences
APGV '05: Proceedings of the 2nd symposium on Applied perception in graphics and visualization
August 2005
187 pages
ISBN:1595931392
DOI:10.1145/1080402
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 26 August 2005

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Author Tags

  1. LOD
  2. human perception
  3. rendering
  4. soft shadows

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Overall Acceptance Rate 19 of 33 submissions, 58%

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Cited By

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  • (2020)Evaluation of Drop Shadows for Virtual Object Grasping in Augmented RealityIEEE Computer Graphics and Applications10.1109/MCG.2020.299183940:4(10-25)Online publication date: 1-Jul-2020
  • (2019)Shadow rendering for improved volumetric visualization in real time 4D-OCTOptical Coherence Tomography and Coherence Domain Optical Methods in Biomedicine XXIII10.1117/12.2510923(113)Online publication date: 22-Feb-2019
  • (2019)Global Illumination Shadow LayersComputer Graphics Forum10.1111/cgf.1378138:4(183-191)Online publication date: 30-Jul-2019
  • (2019)Virtual Object Grasping in Augmented Reality: Drop Shadows for Improved Interaction2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)10.1109/VS-Games.2019.8864596(1-8)Online publication date: Sep-2019
  • (2018)Visual Perception of Real World Depth Map Resolution for Mixed Reality Rendering2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)10.1109/VR.2018.8446391(401-408)Online publication date: Mar-2018
  • (2017)Designing for Depth Perceptions in Augmented Reality2017 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)10.1109/ISMAR.2017.28(111-122)Online publication date: Oct-2017
  • (2014)A Comparative Perceptual Study of Soft-Shadow AlgorithmsACM Transactions on Applied Perception10.1145/262002911:2(1-21)Online publication date: 1-Jun-2014
  • (2013)Perceptual importance of lighting phenomena in rendering of animated waterACM Transactions on Applied Perception10.1145/2422105.242210710:1(1-18)Online publication date: 4-Mar-2013
  • (2011)BibliographyAdvanced Global Illumination, Second Edition10.1201/b10632-14(343-362)Online publication date: 28-Mar-2011
  • (2011)Three Dimensional Saliency Calculation Using SplattingProceedings of the 2011 Sixth International Conference on Image and Graphics10.1109/ICIG.2011.120(835-840)Online publication date: 12-Aug-2011
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