Realistic Soft Shadows by Penumbra-Wedges Blending
Vincent Forest, Loïc Barthe, Mathias Paulin
Graphics Hardware, 2006, pp. 39--47.
Abstract: Recent real-time shadow generation techniques try to provide shadows with realistic penumbrae. However, most techniques are whether non-physically based or too simplified to produce convicing results. The penumbra-wedges algorithm is a physical approach based on the assumption that penumbrae are non-overlapping. In this paper, we propose an algorithm that takes the advantages of the penumbra-wedges method but solves the "non-overlapping" limitation. We first compute the light occlusion regions per fragment. Then we use this information to detect the areas where penumbrae are overlapping and we perform a realistic penumbra blending.
Article URL: http://dx.doi.org/10.2312/EGGH/EGGH06/039-047
BibTeX format:
@inproceedings{Forest:2006:RSS,
  author = {Vincent Forest and Loïc Barthe and Mathias Paulin},
  title = {Realistic Soft Shadows by Penumbra-Wedges Blending},
  booktitle = {Graphics Hardware},
  pages = {39--47},
  year = {2006},
}
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