Real-time Soft Shadow Mapping by Backprojection
Abstract
We present a new real-time soft shadow algorithm using a single shadow map per light source. Therefore, our algorithm is well suited to render both complex and dynamic scenes, and it handles all rasterizable geometries. The key idea of our method is to use the shadow map as a simple and uniform discretized represention of the scene, thus allowing us to generate realistic soft shadows in most cases. In particular it naturally handles occluder fusion. Also, our algorithm deals with rectangular light sources as well as textured light sources with high precision, and it maps well to programmable graphics hardware.
BibTeX
@inproceedings {10.2312:EGWR:EGSR06:227-234,
booktitle = {Symposium on Rendering},
editor = {Tomas Akenine-Moeller and Wolfgang Heidrich},
title = {{Real-time Soft Shadow Mapping by Backprojection}},
author = {Guennebaud, Gaël and Barthe, Loïc and Paulin, Mathias},
year = {2006},
publisher = {The Eurographics Association},
ISSN = {1727-3463},
ISBN = {3-905673-35-5},
DOI = {10.2312/EGWR/EGSR06/227-234}
}
booktitle = {Symposium on Rendering},
editor = {Tomas Akenine-Moeller and Wolfgang Heidrich},
title = {{Real-time Soft Shadow Mapping by Backprojection}},
author = {Guennebaud, Gaël and Barthe, Loïc and Paulin, Mathias},
year = {2006},
publisher = {The Eurographics Association},
ISSN = {1727-3463},
ISBN = {3-905673-35-5},
DOI = {10.2312/EGWR/EGSR06/227-234}
}