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dc.contributor.authorAkenine-Möller, Tomasen_US
dc.contributor.authorAssarsson, Ulfen_US
dc.contributor.editorP. Debevec and S. Gibsonen_US
dc.date.accessioned2014-01-27T14:06:37Z
dc.date.available2014-01-27T14:06:37Z
dc.date.issued2002en_US
dc.identifier.isbn1-58113-534-3en_US
dc.identifier.issn1727-3463en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGWR/EGWR02/297-306en_US
dc.description.abstractShadow generation has been subject to serious investigation in computer graphics, and many clever algorithms have been suggested. However, previous algorithms cannot render high quality soft shadows onto arbitrary, animated objects in real time. Pursuing this goal, we present a new soft shadow algorithm that extends the standard shadow volume algorithm by replacing each shadow quadrilateral with a new primitive, called the penumbra wedge. For each silhouette edge as seen from the light source, a penumbra wedge is created that approximately models the penumbra volume that this edge gives rise to. Together the penumbra wedges can render images that often are remarkably close to more precisely rendered soft shadows. Furthermore, our new primitive is designed so that it can be rasterized efficiently. Many real-time algorithms can only use planes as shadow receivers, while ours can handle arbitrary shadow receivers. The proposed algorithm can be of great value to, e.g., 3D computer games, especially since it is highly likely that this algorithm can be implemented on programmable graphics hardware coming out within the next year, and because games often prefer perceptually convincing shadows.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleApproximate Soft Shadows on Arbitrary Surfaces using PenumbraWedgesen_US
dc.description.seriesinformationEurographics Workshop on Renderingen_US


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