Real Time Volumetric Shadows using Polygonal Light Volumes
Markus Billeter, Erik Sintorn, Ulf Assarsson
High-Performance Graphics, 2010, pp. 39--45.
Abstract: This paper presents a more efficient way of computing single scattering effects in homogeneous participating media for real-time purposes than the currently popular ray-marching based algorithms. These effects include halos around light sources, volumetric shadows and crepuscular rays. By displacing the vertices of a base mesh with the depths from a standard shadow map, we construct a polygonal mesh that encloses the volume of space that is directly illuminated by a light source. Using this volume we can calculate the airlight contribution for each pixel by considering only points along the eye-ray where shadow-transitions occur. Unlike previous ray-marching methods, our method calculates the exact airlight contribution, with respect to the shadow map resolution, at real time frame rates.
@inproceedings{Billeter:2010:RVS,
author = {Markus Billeter and Erik Sintorn and Ulf Assarsson},
title = {Real Time Volumetric Shadows using Polygonal Light Volumes},
booktitle = {High-Performance Graphics},
pages = {39--45},
year = {2010},
}
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