Translucent Shadow Maps
نویسندگان
چکیده
Shadow maps are a very efficient means to add shadows to arbitrary scenes. In this paper, we introduce Translucent Shadow Maps, an extension to shadow maps which allows very efficient rendering of sub-surface scattering. Translucent Shadow Maps contain depth and incident light information. Sub-surface scattering is computed on-the-fly during rendering by filtering the shadow map neighborhood. This filtering is done efficiently using a hierarchical approach. We describe optimizations for an implementation of Translucent Shadow Maps on contemporary graphics hardware, that can render complex translucent objects with varying light and material properties in real-time.
منابع مشابه
Spatial Adjacency Maps for Translucency Simulation under General Illumination
Rendering translucent materials in real time is usually done by using surface diffusion and/or (translucent) shadow maps. The downsides of these approaches are, that surface diffusion cannot handle translucency effects that show up when rendering thin objects, and that translucent shadow maps are only available for point light sources. Furthermore, translucent shadow maps introduce limitations ...
متن کاملInteractive Distributed Translucent Volume Rendering
Translucent volume rendering is a robust and efficient direct volume-rendering technique for capturing optical effects, like subsurface scattering, translucency, and volumetric shadows. However, due to the limited computing and memory resources of the recent consumer graphics hardware, high-resolution volume data can still hardly be interactively visualized by this method. In this paper we pres...
متن کاملInternational Conference in Central Europe on Computer
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 can be calculated. In this paper, we pro...
متن کاملClustered Deep Shadow Maps for Integrated Polyhedral and Volume Rendering
This paper presents a hardware-accelerated approach for shadow computation in scenes containing both complex volumetric objects and polyhedral models. Our system is the first hardware accelerated complete implementation of deep shadow maps, which unifies the computation of volumetric and geometric shadows. Up to now such unified computation was limited to software-only rendering . Previous hard...
متن کاملReal-time volumetric shadows for dynamic rendering
In order to produce realistic renderings for translucent objects, such as foliage or hair, selfshadows have to be used. The first method that succeeds in casting real-time self-shadows is the Opacity Shadow Maps algorithm. However this method suffers from severe layering artifacts unless a large number of opacity maps are used, but that causes the application to have only interactive and not re...
متن کامل