Real Time Volumetric Shadows using Polygonal Light Volumes
Date
2010Metadata
Show full item recordAbstract
This paper presents a more efficient way of computing single scattering effects in homogeneous participating media for real-time purposes than the currently popular ray-marching based algorithms. These effects include halos around light sources, volumetric shadows and crepuscular rays. By displacing the vertices of a base mesh with the depths from a standard shadow map, we construct a polygonal mesh that encloses the volume of space that is directly illuminated by a light source. Using this volume we can calculate the airlight contribution for each pixel by considering only points along the eye-ray where shadow-transitions occur. Unlike previous ray-marching methods, our method calculates the exact airlight contribution, with respect to the shadow map resolution, at real time frame rates.
BibTeX
@inproceedings {10.2312:EGGH:HPG10:039-045,
booktitle = {High Performance Graphics},
editor = {Michael Doggett and Samuli Laine and Warren Hunt},
title = {{Real Time Volumetric Shadows using Polygonal Light Volumes}},
author = {Billeter, Markus and Sintorn, Erik and Assarsson, Ulf},
year = {2010},
publisher = {The Eurographics Association},
ISSN = {2079-8687},
ISBN = {978-3-905674-26-2},
DOI = {10.2312/EGGH/HPG10/039-045}
}
booktitle = {High Performance Graphics},
editor = {Michael Doggett and Samuli Laine and Warren Hunt},
title = {{Real Time Volumetric Shadows using Polygonal Light Volumes}},
author = {Billeter, Markus and Sintorn, Erik and Assarsson, Ulf},
year = {2010},
publisher = {The Eurographics Association},
ISSN = {2079-8687},
ISBN = {978-3-905674-26-2},
DOI = {10.2312/EGGH/HPG10/039-045}
}