Title of article
Soft Shadow Maps: Efficient Sampling of Light Source Visibility
Author/Authors
Lionel Atty، نويسنده , , Nicolas Holzschuch ، نويسنده , , Marc Lapierre، نويسنده , , Jean-Marc Hasenfratz، نويسنده , , Charles Hansen ، نويسنده , , Francois X. Sillion، نويسنده ,
Issue Information
روزنامه با شماره پیاپی سال 2006
Pages
17
From page
725
To page
741
Abstract
Shadows, particularly soft shadows, play an important role in the visual perception of a scene by providing visual
cues about the shape and position of objects. Several recent algorithms produce soft shadows at interactive rates,
but they do not scale well with the number of polygons in the scene or only compute the outer penumbra. In this
paper, we present a new algorithm for computing interactive soft shadows on the GPU. Our new approach provides
both inner- and outer-penumbra for a modest computational cost, providing interactive frame-rates for models
with hundreds of thousands of polygons.
Our technique is based on a sampled image of the occluders, as in shadow map techniques. These shadow samples
are used in a novel manner, computing their effect on a second projective shadow texture using fragment programs.
In essence, the fraction of the light source area hidden by each sample is accumulated at each texel position of this
Soft Shadow Map. We include an extensive study of the approximations caused by our algorithm, as well as its
computational costs.
Keywords
soft shadows , shadow map , real-time rendering. , interactive shadows , GPU
Journal title
Computer Graphics Forum
Serial Year
2006
Journal title
Computer Graphics Forum
Record number
404782
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