Andreas Klein

Learn More
In this paper, we present an image based method for computing contact hardening soft shadows by utilizing an erosion operator. Our method is based on shadow mapping and operates in screen space. By using object silhouettes in hard shadows, we estimate the penumbra size and scale an erosion operator to generate the penumbra areas. Furthermore, we present two(More)
In the infrared spectrum, two contributions to shadows exist: one part is reflective shadows resulting from occlusion of instantly reflected infrared rays, and the other part is thermal (IR) shadows occurring through occlusion of irradiance in the past. The realization of thermal shadows requires a thermal balance calculation in four-dimensions(More)
Shadows are an important part of a visualization and give the viewer supplemental details about the appearance of objects. In real-time rendering, shadow mapping [Williams 1978] is a popular approach to compute shadows. However, a shadow map must be computed for each light and thus, the memory and the computation time increases with the number of lights.
European earthworms were introduced to North America by European settlers about 400 years ago. Human-mediated introductions significantly contributed to the spread of European species, which commonly are used as fishing bait and are often disposed deliberately in the wild. We investigated the genetic structure of Lumbricus terrestris in a 100 km range south(More)
With shadow mapping the need of a suitable biasing technique due to shadow aliasing is indisputable. Dou et al. [Dou14] introduced a biasing technique that computes the optimal bias adaptively for each fragment. In this paper, we propose enhancements for this algorithm. First, we extend the algorithm for soft shadows, such as percentage closer filtering(More)
Percentage Closer Soft Shadows is a popular technique to generate contact hardening soft shadows with shadow mapping. Recent research in shadow generation for translucent objects makes it possible to realize shadows for translucent objects in real-time environments. However, for multiple translucent blockers it is unclear how an appropriate blocker depth(More)
  • 1