DocumentCode :
1186348
Title :
Shadows and soft shadows with participating media using splatting
Author :
Zhang, Caixia ; Crawfis, Roger
Author_Institution :
Dept. of Comput. & Inf. Sci., Ohio State Univ., Columbus, OH, USA
Volume :
9
Issue :
2
fYear :
2003
Firstpage :
139
Lastpage :
149
Abstract :
This paper describes an efficient algorithm to model the light attenuation due to a participating media with low albedo. Here, we consider the light attenuation along a ray, as well as the light attenuation emanating from a surface. The light attenuation is modeled using a splatting volume renderer for both the viewer and the light source. During the rendering, a 2D shadow buffer accumulates the light attenuation. We first summarize the basic shadow algorithm using splatting. Then, an extension of the basic shadow algorithm for projective textured light sources is described. The main part of this paper is an analytic soft shadow algorithm based on convolution techniques. We describe and discuss the soft shadow algorithm, and generate soft shadows, including umbra and penumbra, for extended light sources.
Keywords :
convolution; rendering (computer graphics); 2D shadow buffer; albedo; analytic soft shadow algorithm; basic shadow algorithm; convolution techniques; light attenuation; light source; participating media; penumbra; projective textured light sources; splatting volume renderer; umbra; viewer; volume rendering; Algorithm design and analysis; Approximation algorithms; Convolution; Displays; Light sources; Lighting; Optical attenuators; Rendering (computer graphics); Solid modeling;
fLanguage :
English
Journal_Title :
Visualization and Computer Graphics, IEEE Transactions on
Publisher :
ieee
ISSN :
1077-2626
Type :
jour
DOI :
10.1109/TVCG.2003.1196002
Filename :
1196002
Link To Document :
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