Shadow Penumbras for Complex Objects by Depth-Dependent Filtering of Multi-Layer Depth Images
Abstract
This paper presents an efficient algorithm for filtering multi-layer depth images (MDIs) in order to produce approximate penumbras. The filtering is performed on a MDI that represents the view from the light source. The algorithm is based upon both ray tracing and the z-buffer shadow algorithm, and is closely related to convolution methods. The method s effectiveness is demonstrated on especially complex objects such as trees, whose soft shadows are expensive to compute by other methods. The method specifically addresses the problem of light-leaking that occurs when tracing rays through discrete representations, and the inability of convolution methods to produce accurate self-shadowing effects.
BibTeX
@inproceedings {10.2312:EGWR:EGWR99:197-212,
booktitle = {Eurographics Workshop on Rendering},
editor = {Dani Lischinski and Greg Ward Larson},
title = {{Shadow Penumbras for Complex Objects by Depth-Dependent Filtering of Multi-Layer Depth Images}},
author = {Keating, Brett and Max, Nelson},
year = {1999},
publisher = {The Eurographics Association},
ISSN = {1727-3463},
ISBN = {3-211-83382-X},
DOI = {10.2312/EGWR/EGWR99/197-212}
}
booktitle = {Eurographics Workshop on Rendering},
editor = {Dani Lischinski and Greg Ward Larson},
title = {{Shadow Penumbras for Complex Objects by Depth-Dependent Filtering of Multi-Layer Depth Images}},
author = {Keating, Brett and Max, Nelson},
year = {1999},
publisher = {The Eurographics Association},
ISSN = {1727-3463},
ISBN = {3-211-83382-X},
DOI = {10.2312/EGWR/EGWR99/197-212}
}