Conference paper

MILET Tomáš, TÓTH Michal, PEČIVA Jan, STARKA Tomáš, KOBRTEK Jozef and ZEMČÍK Pavel. Fast robust and precise shadow algorithm for WebGL 1.0 platform. In: ICAT-EGVE 2015 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments. Kyoto: Eurographics Association, 2015, pp. 85-92. ISBN 978-3-905674-84-2.
Publication language:english
Original title:Fast robust and precise shadow algorithm for WebGL 1.0 platform
Title (cs):Rychlé, robustní a přesné stíny pro platformu WebGL 1.0
Pages:85-92
Proceedings:ICAT-EGVE 2015 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments
Conference:ICAT-EGVE 2015
Place:Kyoto, JP
Year:2015
ISBN:978-3-905674-84-2
Publisher:Eurographics Association
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Keywords
shadow volumes, silhouettes, precise shadows, WebGL, vertex Shader, robust method
Annotation
This paper presents fast and robust per-sample correct WebGL shadow method. It is based on silhouette shadow volumes. Our performance is usually superior when compared with high resolution shadow maps and it does not suffer from visual artefacts. Specially precomputed data are fed to the vertex shaders that extrude shadow volumes.
Abstract
This paper presents fast and robust per-sample correct shadows for WebGL platform. The algorithm is based on silhouette shadow volumes and it rivals the standard shadow mapping performance. Our performance is usually superior when compared with high resolution shadow maps. Moreover, it does not suffer from a number of artefacts of shadow mapping and always provides per-pixel correct results. WebGL 1.0 provides just vertex and fragment shaders. Thus, we put all our algorithms evaluating silhouette edges to vertex shaders. Specially precomputed data are fed to the vertex shaders that extrude shadow volume sides just for silhouette edges. Some optimizations are deployed for performance and data size reasons that are important especially on low performance configurations, such as cost-effective tablets and mobile phones. The paper evaluates our solution on number of models. Our solution performs on par with high resolution omni-directional shadow mapping.
BibTeX:
@INPROCEEDINGS{
   author = {Tom{\'{a}}{\v{s}} Milet and Michal T{\'{o}}th and Jan
	Pe{\v{c}}iva and Tom{\'{a}}{\v{s}} Starka and Jozef Kobrtek
	and Pavel Zem{\v{c}}{\'{i}}k},
   title = {Fast robust and precise shadow algorithm for WebGL 1.0
	platform},
   pages = {85--92},
   booktitle = {ICAT-EGVE 2015 - International Conference on Artificial
	Reality and Telexistence and Eurographics Symposium on
	Virtual Environments},
   year = {2015},
   location = {Kyoto, JP},
   publisher = {Eurographics Association},
   ISBN = {978-3-905674-84-2},
   language = {english},
   url = {http://www.fit.vutbr.cz/research/view_pub.php.en.iso-8859-2?id=10946}
}

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