DocumentCode
2934705
Title
Real-time soft shadow for displacement mapped surfaces
Author
Chang, Chun-Fa ; Lin, Bo-Quan ; Chen, Ying-Chieh ; Chiu, Yung-Feng
Author_Institution
Dept. of Comput. Sci. & Inf. Eng., Nat. Taiwan Normal Univ., Taipei, Taiwan
fYear
2009
fDate
June 28 2009-July 3 2009
Firstpage
1254
Lastpage
1257
Abstract
For effectively rendering surface details, many texture-based methods such as normal mapping and displacement mapping were used to model detailed structures on a surface. Although self-shadow can be achieved by those techniques, most of them support hard shadow or ad-hoc approximation of soft-shadow for the self-shadow effects. In this paper, we present a simple method to render soft shadow casted by area lights on displacement mapped surfaces in real-time rendering applications such as 3D game engines. Our method first computes a visibility cone map, which stores the average visible ratio of each texel toward a certain direction. Then, during the rendering, the intensity of each pixel on the texture mapped surfaces can be calculated from the overlap between the projected lighting area and the projected visible cone.
Keywords
image texture; rendering (computer graphics); 3D game engines; ad-hoc approximation; displacement mapped surface; normal mapping; real-time soft shadow; self-shadow effect; surface rendering; texture mapped surface; texture-based method; Computer graphics; Computer science; Convergence; Geometry; Hardware; Layout; Light sources; Rendering (computer graphics); Surface texture; Surface treatment; Real-time rendering; displacement mapping; soft shadow;
fLanguage
English
Publisher
ieee
Conference_Titel
Multimedia and Expo, 2009. ICME 2009. IEEE International Conference on
Conference_Location
New York, NY
ISSN
1945-7871
Print_ISBN
978-1-4244-4290-4
Electronic_ISBN
1945-7871
Type
conf
DOI
10.1109/ICME.2009.5202729
Filename
5202729
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