International audienceComputing shadow boundaries is a difficult problem in the case of non-point light sources. A point is in the umbra if it does not see any part of any light source; it is in full light if it sees entirely all the light sources; otherwise, it is in the penumbra. While the common boundary of the penumbra and the full light is well understood, less is known about the boundary of the umbra. In this paper we prove various bounds on the complexity of the umbra and the penumbra cast on a fixed plane by a segment or convex polygonal light source in the presence of convex polygonal or polyhedral obstacles in $\mathbb{R}^3$. In particular, we show that a single segment light source may cast on a plane, in the presence of two disj...
AbstractWhat is the minimal number of light sources which is always sufficient to illuminate the pla...
International audienceWe present two new fundamental lower bounds on the worst-case combinatorial co...
International audienceIt is a widely observed phenomenon in computer graphics that the size of the s...
International audienceComputing shadow boundaries is a difficult problem in the case of non-point li...
International audienceComputing shadow boundaries is a difficult problem in the case of non-point li...
AbstractComputing shadow boundaries is a difficult problem in the case of non-point light sources. A...
This thesis mainly presents results on combinatorial problems on lines and segments that appear natu...
To compute shadows in computer graphics, it is common to be interested in the view of a geometric sc...
We define the antiumbra and the antipenumbra of aconvex area light source shining through a sequence...
The complexity of the visibility region formed by a point light source after k diffuse reflections i...
Abstract. The complexity of the visibility region formed by a point light source after k diffuse ref...
Four intrinsic properties on the illumination of a partially visible environment in 2D are studied i...
This paper describes a fast, practical algorithm to compute the shadow boundariesin a polyhedral sce...
We define the shadow complexity of a polytope P as the maximum number of vertices in a linear projec...
An algorithm for generating shadows with an umbra and penumbra due to distributed light sources is p...
AbstractWhat is the minimal number of light sources which is always sufficient to illuminate the pla...
International audienceWe present two new fundamental lower bounds on the worst-case combinatorial co...
International audienceIt is a widely observed phenomenon in computer graphics that the size of the s...
International audienceComputing shadow boundaries is a difficult problem in the case of non-point li...
International audienceComputing shadow boundaries is a difficult problem in the case of non-point li...
AbstractComputing shadow boundaries is a difficult problem in the case of non-point light sources. A...
This thesis mainly presents results on combinatorial problems on lines and segments that appear natu...
To compute shadows in computer graphics, it is common to be interested in the view of a geometric sc...
We define the antiumbra and the antipenumbra of aconvex area light source shining through a sequence...
The complexity of the visibility region formed by a point light source after k diffuse reflections i...
Abstract. The complexity of the visibility region formed by a point light source after k diffuse ref...
Four intrinsic properties on the illumination of a partially visible environment in 2D are studied i...
This paper describes a fast, practical algorithm to compute the shadow boundariesin a polyhedral sce...
We define the shadow complexity of a polytope P as the maximum number of vertices in a linear projec...
An algorithm for generating shadows with an umbra and penumbra due to distributed light sources is p...
AbstractWhat is the minimal number of light sources which is always sufficient to illuminate the pla...
International audienceWe present two new fundamental lower bounds on the worst-case combinatorial co...
International audienceIt is a widely observed phenomenon in computer graphics that the size of the s...