Soft Textured Shadow Volume
Vincent Forest, Loic Barthe, Gael Guennebaud, Mathias Paulin
In Computer Graphics Forum, 28(4), 2009.
Abstract: Efficiently computing robust soft shadows is a challenging and time consuming task. On the one hand, the quality of image-based shadows is inherently limited by the discrete property of their framework. On the other hand, object-based algorithms do not exhibit such discretization issues but they can only efficiently deal with triangles having a constant transmittance factor. This paper addresses this limitation. We propose a general algorithm for the computation of robust and accurate soft shadows for triangles with a spatially varying transmittance. We then show how this technique can be efficiently included into object-based soft shadow algorithms. This results in unified object-based frameworks for computing robust direct shadows for both standard and perforated triangles in fully animated scenes.
Keyword(s): I.3.7 [Computer Graphics]: Color, shading, shadowing, and texture
@article{CGF:CGF1488,
author = {Vincent Forest and Loic Barthe and Gael Guennebaud and Mathias Paulin},
title = {Soft Textured Shadow Volume},
journal = {Computer Graphics Forum},
volume = {28},
number = {4},
pages = {1111--1120},
year = {2009},
}
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