Shadow generation Based on RE loops and their angular representations
2001
- 208Usage
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Example: if you select the 1-year option for an article published in 2019 and a metric category shows 90%, that means that the article or review is performing better than 90% of the other articles/reviews published in that journal in 2019. If you select the 3-year option for the same article published in 2019 and the metric category shows 90%, that means that the article or review is performing better than 90% of the other articles/reviews published in that journal in 2019, 2018 and 2017.
Citation Benchmarking is provided by Scopus and SciVal and is different from the metrics context provided by PlumX Metrics.
Metrics Details
- Usage208
- Downloads167
- Abstract Views41
Thesis / Dissertation Description
The initial attempt was to find efficient technique to identify shadow plylgons in the shadow-volume based shadow generation algorithm. It was observed that shadows correspond to loops of ridge edges (REs). By identifying all the non-overlapping RE loops of a 3D object, one finds all the shadow polygons and, consequently, all the shadows it generates on other objects as well as shadows it generates on itself. This, however, requires extensive edge-edge intersection tests.It was subsequently realized that by storing the angular representations of the RE looks in a look up table, one can avoid the need of decomposing RE loops into non-overlapping loops and, consequently, the need of performation extensive edge-edge intersection tests. Actually, by building the look up table in a way similar to the bucket-sorted edge table of the standard scan-line method, one can use the table in the scan conversion process to mark the pixels that are in shadow directly, without the need of performing any ray-polygon intersection tests as required in the shadow-volume based shadow generation algorithm. Hence, one gets a new shadow generation technique without the need of performing expensive tests.
Bibliographic Details
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