Fast Analytic Shading and Shadowing for Area Light Sources
Abstract
This paper describes a fast analytic algorithm that generates exact highlights and soft shadows from area light sources. In order to realize fast shadowing, we propose the ray-oriented buffer which segments 3D space by following light rays from polygonal sources. Each cell of the buffer stores objects that intersect a related subspace. Candidate objects which may cast shadows onto a point are selected by referring to the buffer. The candidates are then tested with their shadow bounding volumes to suppress objects that never occlude light sources.In addition, we propose the cross scanline clipping algorithm. It quickly determines the exact regions of uncovered area light sources with simple silhouette generation. Both diffuse and specular reflections are computed by integrating light rays from the uncovered sources. Experimental results confirm the high performance of the proposed method.
BibTeX
@article {10.1111:1467-8659.00160,
journal = {Computer Graphics Forum},
title = {{Fast Analytic Shading and Shadowing for Area Light Sources}},
author = {Tanaka, Toshimitsu and Takahashi, Tokiichiro},
year = {1997},
publisher = {Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {10.1111/1467-8659.00160}
}
journal = {Computer Graphics Forum},
title = {{Fast Analytic Shading and Shadowing for Area Light Sources}},
author = {Tanaka, Toshimitsu and Takahashi, Tokiichiro},
year = {1997},
publisher = {Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {10.1111/1467-8659.00160}
}