Realistic Soft Shadows by Penumbra-Wedges Blending
Abstract
Recent real-time shadow generation techniques try to provide shadows with realistic penumbrae. However, most techniques are whether non-physically based or too simplified to produce convicing results. The penumbra-wedges algorithm is a physical approach based on the assumption that penumbrae are non-overlapping. In this paper, we propose an algorithm that takes the advantages of the penumbra-wedges method but solves the "non-overlapping" limitation. We first compute the light occlusion regions per fragment. Then we use this information to detect the areas where penumbrae are overlapping and we perform a realistic penumbra blending.
BibTeX
@inproceedings {10.2312:EGGH:EGGH06:039-047,
booktitle = {Graphics Hardware},
editor = {Marc Olano and Philipp Slusallek},
title = {{Realistic Soft Shadows by Penumbra-Wedges Blending}},
author = {Forest, Vincent and Barthe, Loïc and Paulin, Mathias},
year = {2006},
publisher = {The Eurographics Association},
ISSN = {1727-3471},
ISBN = {3-905673-37-1},
DOI = {10.2312/EGGH/EGGH06/039-047}
}
booktitle = {Graphics Hardware},
editor = {Marc Olano and Philipp Slusallek},
title = {{Realistic Soft Shadows by Penumbra-Wedges Blending}},
author = {Forest, Vincent and Barthe, Loïc and Paulin, Mathias},
year = {2006},
publisher = {The Eurographics Association},
ISSN = {1727-3471},
ISBN = {3-905673-37-1},
DOI = {10.2312/EGGH/EGGH06/039-047}
}