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"Shadow mapping or shadowing projection is a process by which shadows are added to 3D computer graphics. This concept was introduced by Lance Williams in 1978, in a paper entitled \"Casting curved shadows on curved surfaces.\" Since then, it has been used both in pre-rendered and realtime scenes in many console and PC games. Shadows are created by testing whether a pixel is visible from the light source, by comparing the pixel to a z-buffer or depth image of the light source's view, stored in the form of a texture."@en . . . . "\u062A\u062E\u0637\u064A\u0637 \u0627\u0644\u0638\u0644\u0627\u0644 \u0644\u0644\u0635\u0648\u0631 \u0627\u0644\u0631\u0642\u0645\u064A\u0629"@ar . . . . . "2798171"^^ . . "Shadow Mapping"@de . . . . . "Shadow mapping"@en . . . . . . . . . "Shadow mapping"@it . . . . "Shadow mapping nebo shadow projection je technika pou\u017E\u00EDvan\u00E1 pro generov\u00E1n\u00ED st\u00EDn\u016F v po\u010D\u00EDta\u010Dov\u00E9 grafice. Uvedl ji roku 1978 v pr\u00E1ci \"Casting curved shadows on curved surfaces\". Zda se nach\u00E1z\u00ED dan\u00FD pixel ve st\u00EDnu, nebo ne, se zji\u0161\u0165uje dle toho, zda je p\u0159\u00EDmo viditeln\u00FD z pozice sv\u011Btla."@cs . . . "\u0422\u0435\u043D\u0435\u0432\u0430\u044F \u043A\u0430\u0440\u0442\u0430"@ru . . . . . . . . . . "Shadow map ou Mapeamento de sombra \u00E9 uma t\u00E9cnica para criar sombras adicionada em imagens 3D produzidas por computa\u00E7\u00E3o gr\u00E1fica. Esse conceito foi introduzido por Lance Williams em 1978, em um paper com o t\u00EDtulo \"Casting curved shadows on curved surfaces\". Desde ent\u00E3o vem sendo usada em cenas pr\u00E9-renderizadas ou tempo-real em diversos consoles ou jogos de PC.As Sombras s\u00E3o criadas testando quando um pixel est\u00E1 vis\u00EDvel a partir fonte de luz comparando isso com o z-buffer ou com a vis\u00E3o de profundidade da imagem segundo a fonte de luz, guardada na form de textura."@pt . . "Shadow mapping o projective shadowing \u00E8 un processo con il quale vengono calcolate e renderizzate le ombre nella computer grafica 3D. Il concetto \u00E8 piuttosto vecchio e risale ad un articolo di Lance Williams del 1978 intitolato \"Casting curved shadows on curved surfaces\" (trad.: 'gettare ombre curve su superfici curve'). Da allora la tecnica viene utilizzata sia per i rendering pre-calcolati che per le scene realtime, soprattutto nei videogiochi. Lo shadow mapping viene utilizzato anche in produzioni cinematografiche, e fa parte dell'engine RenderMan della Pixar che lo ha utilizzato in film come Toy Story."@it . . "Shadow mapping nebo shadow projection je technika pou\u017E\u00EDvan\u00E1 pro generov\u00E1n\u00ED st\u00EDn\u016F v po\u010D\u00EDta\u010Dov\u00E9 grafice. Uvedl ji roku 1978 v pr\u00E1ci \"Casting curved shadows on curved surfaces\". Zda se nach\u00E1z\u00ED dan\u00FD pixel ve st\u00EDnu, nebo ne, se zji\u0161\u0165uje dle toho, zda je p\u0159\u00EDmo viditeln\u00FD z pozice sv\u011Btla."@cs . . . . . . "19705"^^ . . "Shadow Mapping ist eine Methode der Computergrafik, um Schattenwurf darzustellen. Das Konzept wurde 1978 im Paper \"casting curved shadows on curved surfaces\" von Lance Williams vorgestellt. Shadow Maps werden sowohl f\u00FCr Offlinerendering als auch f\u00FCr Echtzeitanwendungen benutzt. Beim Shadow Mapping werden Schatten generiert, indem getestet wird, ob ein Pixel von einer Lichtquelle aus sichtbar ist. Dabei wird zun\u00E4chst die sogenannte Shadow Map erzeugt. Diese ist eine aus Sicht der Lichtquelle erzeugte Tiefenkarte. Diese enth\u00E4lt Informationen \u00FCber den geringsten Abstand von Objekten einer Szene zur Lichtquelle (Z-Buffer).Durch den Vergleich des Abstandes des zu rendernden Objektes zur Lichtquelle und dem entsprechenden Punkt in der Shadow Map kann der Schattenwurf berechnet werden."@de . . . "\u9634\u5F71\u8D34\u56FE"@zh . . 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"\u9634\u5F71\u8D34\u56FE\uFF08Shadow mapping\uFF09\u662F\u5728\u4E09\u7EF4\u8BA1\u7B97\u673A\u56FE\u5F62\u4E2D\u52A0\u5165\u9634\u5F71\u7684\u8FC7\u7A0B\u3002\u9634\u5F71\u8D34\u56FE\u7684\u6982\u5FF5\u6700\u521D\u662F\u7531 \u4E8E 1978\u5E74\u5728\u201C\u5728\u66F2\u9762\u4E0A\u6295\u5C04\u9634\u5F71\u201D\u8FD9\u7BC7\u8BBA\u6587\u4E2D\u63D0\u51FA\u7684\u3002\u4ECE\u90A3\u65F6\u5F00\u59CB\uFF0C\u8FD9\u79CD\u65B9\u6CD5\u5C31\u5DF2\u7ECF\u7528\u4E8E\u573A\u666F\u9884\u6E32\u67D3\u3001\u5B9E\u65F6\u751A\u81F3\u662F\u8BB8\u591A\u6E38\u620F\u8BBE\u5907\u4EE5\u53CA\u9AD8\u7AEF\u7535\u8111\u6E38\u620F\u4E2D\u3002\u5728Pixar \u7684 RenderMan \u4E2D\u5C31\u4F7F\u7528\u4E86\u9634\u5F71\u8D34\u56FE\u6280\u672F\uFF0C\u540C\u6837\uFF0C\u5728 \u73A9\u5177\u603B\u52A8\u5458 \u8FD9\u6837\u7684\u6E38\u620F\u4E2D\u4E5F\u4F7F\u7528\u4E86\u8FD9\u9879\u6280\u672F\u3002 \u50CF\u7D20\u4E0E\u4EE5\u7EB9\u7406\u5F62\u5F0F\u4FDD\u5B58\u7684\u5149\u7167\u6DF1\u5EA6\u7F13\u51B2\u533A\u6216\u8005\u6DF1\u5EA6\u56FE\u50CF\u6BD4\u8F83\uFF0C\u901A\u8FC7\u8FD9\u79CD\u65B9\u5F0F\u8BA1\u7B97\u50CF\u7D20\u662F\u5426\u5904\u4E8E\u5149\u6E90\u7167\u5C04\u8303\u56F4\u4E4B\u5185\uFF0C\u4ECE\u800C\u751F\u6210\u9634\u5F71\u3002"@zh . "Shadow map ou Mapeamento de sombra \u00E9 uma t\u00E9cnica para criar sombras adicionada em imagens 3D produzidas por computa\u00E7\u00E3o gr\u00E1fica. Esse conceito foi introduzido por Lance Williams em 1978, em um paper com o t\u00EDtulo \"Casting curved shadows on curved surfaces\". Desde ent\u00E3o vem sendo usada em cenas pr\u00E9-renderizadas ou tempo-real em diversos consoles ou jogos de PC.As Sombras s\u00E3o criadas testando quando um pixel est\u00E1 vis\u00EDvel a partir fonte de luz comparando isso com o z-buffer ou com a vis\u00E3o de profundidade da imagem segundo a fonte de luz, guardada na form de textura."@pt . . "\u041C\u0435\u0442\u043E\u0434 \u0442\u0435\u043D\u0435\u0432\u044B\u0445 \u043A\u0430\u0440\u0442 (\u0430\u043D\u0433\u043B. Shadow mapping) \u0438\u043B\u0438 \u043A\u0430\u0440\u0442 \u0442\u0435\u043D\u0435\u0439 \u2014 \u0441\u043F\u043E\u0441\u043E\u0431 \u043C\u043E\u0434\u0435\u043B\u0438\u0440\u043E\u0432\u0430\u043D\u0438\u044F \u0442\u0435\u043D\u0435\u0439 \u0432 \u0442\u0440\u0451\u0445\u043C\u0435\u0440\u043D\u043E\u0439 \u043A\u043E\u043C\u043F\u044C\u044E\u0442\u0435\u0440\u043D\u043E\u0439 \u0433\u0440\u0430\u0444\u0438\u043A\u0435. \u042D\u0442\u043E\u0442 \u0441\u043F\u043E\u0441\u043E\u0431 \u0438\u0441\u043F\u043E\u043B\u044C\u0437\u0443\u0435\u0442\u0441\u044F \u043F\u0440\u0438 \u0441\u043E\u0437\u0434\u0430\u043D\u0438\u0438 \u043A\u0430\u043A \u043F\u0440\u0435\u0440\u0435\u043D\u0434\u0435\u0440\u0435\u043D\u043D\u044B\u0445, \u0442\u0430\u043A \u0438 \u0430\u043D\u0438\u043C\u0438\u0440\u0443\u0435\u043C\u044B\u0445 \u0432 \u0440\u0435\u0430\u043B\u044C\u043D\u043E\u043C \u0432\u0440\u0435\u043C\u0435\u043D\u0438 \u0442\u0440\u0435\u0445\u043C\u0435\u0440\u043D\u044B\u0445 \u0441\u0446\u0435\u043D \u0438 \u0448\u0438\u0440\u043E\u043A\u043E \u043F\u0440\u0438\u043C\u0435\u043D\u044F\u0435\u0442\u0441\u044F \u0432 \u043A\u0438\u043D\u043E\u0438\u043D\u0434\u0443\u0441\u0442\u0440\u0438\u0438 \u0438 \u043A\u043E\u043C\u043F\u044C\u044E\u0442\u0435\u0440\u043D\u044B\u0445 \u0438\u0433\u0440\u0430\u0445. \u041A\u043E\u043D\u0446\u0435\u043F\u0446\u0438\u044F \u0442\u0435\u043D\u0435\u0432\u044B\u0445 \u043A\u0430\u0440\u0442 \u0431\u044B\u043B\u0430 \u0432\u0432\u0435\u0434\u0435\u043D\u0430 \u0430\u043C\u0435\u0440\u0438\u043A\u0430\u043D\u0441\u043A\u0438\u043C \u0441\u043F\u0435\u0446\u0438\u0430\u043B\u0438\u0441\u0442\u043E\u043C \u043F\u043E \u043A\u043E\u043C\u043F\u044C\u044E\u0442\u0435\u0440\u043D\u043E\u0439 \u0433\u0440\u0430\u0444\u0438\u043A\u0435 \u041B\u044D\u043D\u0441\u043E\u043C \u0423\u0438\u043B\u044C\u044F\u043C\u0441\u043E\u043C \u0432 1978 \u0433\u043E\u0434\u0443 \u0432 \u0441\u0442\u0430\u0442\u044C\u0435 \u043F\u043E\u0434 \u043D\u0430\u0437\u0432\u0430\u043D\u0438\u0435\u043C \u00AB\u041E\u0442\u0431\u0440\u0430\u0441\u044B\u0432\u0430\u043D\u0438\u0435 \u0438\u0437\u043E\u0433\u043D\u0443\u0442\u044B\u0445 \u0442\u0435\u043D\u0435\u0439 \u043D\u0430 \u0438\u0437\u043E\u0433\u043D\u0443\u0442\u044B\u0435 \u043F\u043E\u0432\u0435\u0440\u0445\u043D\u043E\u0441\u0442\u0438\u00BB (\u0430\u043D\u0433\u043B. \u00ABCasting curved shadows on curved surfaces\u00BB)."@ru . . . . "Shadow mapping or shadowing projection is a process by which shadows are added to 3D computer graphics. This concept was introduced by Lance Williams in 1978, in a paper entitled \"Casting curved shadows on curved surfaces.\" Since then, it has been used both in pre-rendered and realtime scenes in many console and PC games. Shadows are created by testing whether a pixel is visible from the light source, by comparing the pixel to a z-buffer or depth image of the light source's view, stored in the form of a texture."@en . "\u064A\u0639\u062F \u062A\u062E\u0637\u064A\u0637 \u0627\u0644\u0638\u0644 \u0623\u0648 \u0625\u0633\u0642\u0627\u0637 \u0627\u0644\u062A\u0638\u0644\u064A\u0644 \u0639\u0645\u0644\u064A\u0629 \u062A\u062A\u0645 \u0645\u0646 \u062E\u0644\u0627\u0644\u0647\u0627 \u0625\u0636\u0627\u0641\u0629 \u0627\u0644\u0638\u0644\u0627\u0644 \u0625\u0644\u0649 \u0631\u0633\u0648\u0645\u0627\u062A \u0627\u0644\u0643\u0645\u0628\u064A\u0648\u062A\u0631 \u062B\u0644\u0627\u062B\u064A\u0629 \u0627\u0644\u0623\u0628\u0639\u0627\u062F. \u062A\u0645 \u062A\u0642\u062F\u064A\u0645 \u0647\u0630\u0627 \u0627\u0644\u0645\u0641\u0647\u0648\u0645 \u0645\u0646 \u0642\u0628\u0644 \u0644\u0627\u0646\u0633 \u0648\u064A\u0644\u064A\u0627\u0645\u0632 \u0641\u064A \u0639\u0627\u0645 1978 \u0645\u060C \u0641\u064A \u0648\u0631\u0642\u0629 \u0628\u0639\u0646\u0648\u0627\u0646 \u00AB\u0635\u0628 \u0627\u0644\u0638\u0644\u0627\u0644 \u0627\u0644\u0645\u0646\u062D\u0646\u064A\u0629 \u0639\u0644\u0649 \u0627\u0644\u0623\u0633\u0637\u062D \u0627\u0644\u0645\u0646\u062D\u0646\u064A\u0629\u00BB. \u0645\u0646\u0630 \u0630\u0644\u0643 \u0627\u0644\u062D\u064A\u0646\u060C \u062A\u0645 \u0627\u0633\u062A\u062E\u062F\u0627\u0645\u0647 \u0641\u064A \u0643\u0644 \u0645\u0646 \u0627\u0644\u0645\u0634\u0627\u0647\u062F \u0627\u0644\u0645\u0639\u062F\u0629 \u0645\u0633\u0628\u0642\u0627\u064B \u0648\u0627\u0644\u0648\u0627\u0642\u0639\u064A\u0629 \u0641\u064A \u0627\u0644\u0639\u062F\u064A\u062F \u0645\u0646 \u0623\u0644\u0639\u0627\u0628 \u0648\u062D\u062F\u0629 \u0627\u0644\u062A\u062D\u0643\u0645 \u0648\u0623\u062C\u0647\u0632\u0629 \u0627\u0644\u0643\u0645\u0628\u064A\u0648\u062A\u0631. \u064A\u062A\u0645 \u0625\u0646\u0634\u0627\u0621 \u0627\u0644\u0638\u0644\u0627\u0644 \u0639\u0646 \u0637\u0631\u064A\u0642 \u0627\u062E\u062A\u0628\u0627\u0631 \u0645\u0627 \u0625\u0630\u0627 \u0643\u0627\u0646\u062A \u0627\u0644\u0628\u0643\u0633\u0644 \u0645\u0631\u0626\u064A\u0629 \u0645\u0646 \u0645\u0635\u062F\u0631 \u0627\u0644\u0636\u0648\u0621\u060C \u0628\u0645\u0642\u0627\u0631\u0646\u0629 \u0627\u0644\u0628\u0643\u0633\u0644 \u0645\u0639 \u0627\u0644\u0645\u062E\u0632\u0646 \u0627\u0644\u0645\u0624\u0642\u062A z \u0623\u0648 \u0635\u0648\u0631\u0629 \u0639\u0645\u0642 \u0639\u0631\u0636 \u0645\u0635\u062F\u0631 \u0627\u0644\u0636\u0648\u0621\u060C \u0627\u0644\u0645\u062E\u0632\u0646\u0629 \u0641\u064A \u0634\u0643\u0644 \u0645\u0627\u062F\u0629."@ar . . . . . . . . . . . . . . . . . . . . "Shadow mapping o projective shadowing \u00E8 un processo con il quale vengono calcolate e renderizzate le ombre nella computer grafica 3D. Il concetto \u00E8 piuttosto vecchio e risale ad un articolo di Lance Williams del 1978 intitolato \"Casting curved shadows on curved surfaces\" (trad.: 'gettare ombre curve su superfici curve'). Da allora la tecnica viene utilizzata sia per i rendering pre-calcolati che per le scene realtime, soprattutto nei videogiochi. Lo shadow mapping viene utilizzato anche in produzioni cinematografiche, e fa parte dell'engine RenderMan della Pixar che lo ha utilizzato in film come Toy Story. Le ombre sono create verificando se un frammento sia o meno visibile dalla sorgente di luce (preferibilmente una spot light); proiettando questa informazione nello spazio di vista della camera (utilizzando una apposita texture) e confrontando le \"profondit\u00E0\" si pu\u00F2 verificare se un punto sia o meno illuminato e colorarlo di conseguenza."@it . . . . . . . . . . . . . . "1102957034"^^ . "Shadow Mapping ist eine Methode der Computergrafik, um Schattenwurf darzustellen. Das Konzept wurde 1978 im Paper \"casting curved shadows on curved surfaces\" von Lance Williams vorgestellt. Shadow Maps werden sowohl f\u00FCr Offlinerendering als auch f\u00FCr Echtzeitanwendungen benutzt."@de . "\u9634\u5F71\u8D34\u56FE\uFF08Shadow mapping\uFF09\u662F\u5728\u4E09\u7EF4\u8BA1\u7B97\u673A\u56FE\u5F62\u4E2D\u52A0\u5165\u9634\u5F71\u7684\u8FC7\u7A0B\u3002\u9634\u5F71\u8D34\u56FE\u7684\u6982\u5FF5\u6700\u521D\u662F\u7531 \u4E8E 1978\u5E74\u5728\u201C\u5728\u66F2\u9762\u4E0A\u6295\u5C04\u9634\u5F71\u201D\u8FD9\u7BC7\u8BBA\u6587\u4E2D\u63D0\u51FA\u7684\u3002\u4ECE\u90A3\u65F6\u5F00\u59CB\uFF0C\u8FD9\u79CD\u65B9\u6CD5\u5C31\u5DF2\u7ECF\u7528\u4E8E\u573A\u666F\u9884\u6E32\u67D3\u3001\u5B9E\u65F6\u751A\u81F3\u662F\u8BB8\u591A\u6E38\u620F\u8BBE\u5907\u4EE5\u53CA\u9AD8\u7AEF\u7535\u8111\u6E38\u620F\u4E2D\u3002\u5728Pixar \u7684 RenderMan \u4E2D\u5C31\u4F7F\u7528\u4E86\u9634\u5F71\u8D34\u56FE\u6280\u672F\uFF0C\u540C\u6837\uFF0C\u5728 \u73A9\u5177\u603B\u52A8\u5458 \u8FD9\u6837\u7684\u6E38\u620F\u4E2D\u4E5F\u4F7F\u7528\u4E86\u8FD9\u9879\u6280\u672F\u3002 \u50CF\u7D20\u4E0E\u4EE5\u7EB9\u7406\u5F62\u5F0F\u4FDD\u5B58\u7684\u5149\u7167\u6DF1\u5EA6\u7F13\u51B2\u533A\u6216\u8005\u6DF1\u5EA6\u56FE\u50CF\u6BD4\u8F83\uFF0C\u901A\u8FC7\u8FD9\u79CD\u65B9\u5F0F\u8BA1\u7B97\u50CF\u7D20\u662F\u5426\u5904\u4E8E\u5149\u6E90\u7167\u5C04\u8303\u56F4\u4E4B\u5185\uFF0C\u4ECE\u800C\u751F\u6210\u9634\u5F71\u3002"@zh . "Shadow map"@pt . . . . . . "Shadow mapping"@cs . . .