Approximate Soft Shadows

نویسندگان

  • Tomas Akenine-Möller
  • Ulf Assarsson
چکیده

Shadow generation has been subject to serious investigation in computer graphics, and many clever algorithms have been suggested. However, previous algorithms cannot render high quality soft shadows onto arbitrary, animated objects in real time. Pursuing this goal, we present a new soft shadow algorithm that extends the standard shadow volume algorithm by replacing each shadow quadrilateral with a new primitive, called the penumbra wedge. For each silhouette edge as seen from the light source, a penumbra wedge is created that approximately models the penumbra volume that this edge gives rise to. Together the penumbra wedges can render images that often are remarkably close to more precisely rendered soft shadows. Furthermore, our new primitive is designed so that it can be rasterized efficiently. Many real-time algorithms can only use planes as shadow receivers, while ours can handle arbitrary shadow receivers. The proposed algorithm can be of great value to, e.g., 3D computer games, especially since it is highly likely that this algorithm can be implemented on programmable graphics hardware coming out within the next year, and because games often prefer perceptually convincing shadows. CR Categories: I.3.7 [Computer Graphics ] Three-Dimensional Graphics and Realism

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

منابع مشابه

Single Sample Soft Shadows

A simple extension to ray tracing is presented that creates visually plausible “soft” shadows with little extra computation. Although these soft shadows are approximate, they are robust and have penumbra widths that behave in a believable way, including accurate placement of singularities where penumbra width is zero. The method has continuous behavior in space and time, so it is appropriate fo...

متن کامل

A Perceptually Driven Investigation of Point-sampled Soft Shadows

Rendering shadows quickly is an active area of computer graphics research. This dissertation improves the practicality of using a small number of point-sampled light sources to approximate soft shadows. Results are presented from two perceptual experiments demonstrating the perceptual efficacy of soft shadows as spatial cues for a specific set of tasks . A third experiment found coarse point-sa...

متن کامل

Hardware Accelerated Soft Shadows using Penumbra Quads

Shadow mapping is a commonly used technique for generating hard shadows in real time. However, existing shadow map based algorithms cannot render full soft shadows penumbras onto arbitrary dynamic geometry by utilizing only consumer level programmable graphics hardware. In this paper we introduce a new fully hardware accelerated penumbra map algorithm which stores additional penumbra informatio...

متن کامل

Rendering Soft Shadows using Multilayered Shadow Fins

Generating soft shadows in real-time is difficult. Exact methods (such as ray tracing, and multiple light source simulation) are too slow, while approximate methods often over-estimate the umbra regions. In this paper, we introduce a new algorithm based on the shadow map method to quickly and accurately render soft shadows produced by a light source. Our method builds inner and outer translucen...

متن کامل

Revectorization-Based Accurate Soft Shadow using Adaptive Area Light Source Sampling

Physically-based accurate soft shadows are typically computed by the evaluation of a visibility function over several point light sources which approximate an area light source. This visibility evaluation is computationally expensive for hundreds of light source samples, providing performance far from real-time. One solution to reduce the computational cost of the visibility evaluation is to ad...

متن کامل

Distributed rendering of interactive soft shadows

Recently several distributed rendering systems have been developed which exploit a cluster of commodity computers by connecting host graphics cards over a fast network to form a compositing pipeline. This paper introduces a new algorithm which takes advantage of the programmable compositing operators in these systems to improve the performance of rendering multiple shadow-maps, for example to p...

متن کامل

ذخیره در منابع من


  با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

عنوان ژورنال:

دوره   شماره 

صفحات  -

تاریخ انتشار 2002