Shadow framework

Umeå universitet

Shadows is a very important part of any visual scene in a Virtual Environment. Still, shadows are computationally expensive for real-time applications. This is a large research area where many algorithms and implementations have been presented.

This thesis would kick of from where the master thesis by David Olsson (http://www.cs.umu.se/~don/exjobb) left of. David made a thorough research of current methods for generating shadows in real-time environments which would work as a theoritical base.

The purpose of this thesis is to design and implement the two best methods for hard and soft shadows in the OpenSource scenegraph OpenSceneGraph. The key is to utilize the graphics hardware as much as possible. This framework for shadows is also going to be used in VRlabs internal authoring environment for Virtual Environments. Colosseum3D

You should be familiar with OpenGL, C++, STL and being interested in object oriented design.

Worked with shaders? Familiar with design patterns? Even better...

For further information, a full specification and references, contact Anders Backman.

 

 
 

 
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The information on this page was checked 2004-01-27
Responsible for this page: Kenneth Holmlund
 
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E-mail: vrlab@umu.se