Hierarchical Penumbra Casting
We present a novel algorithm for rendering physically-based soft shadows in complex scenes. Instead of casting shadow rays, we place both the points to be shaded and the samples of an area light source into separate hierarchies, and compute hierarchically the shadows caused by each occluding triangl...
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Veröffentlicht in: | Computer graphics forum 2005-09, Vol.24 (3), p.313-322 |
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Hauptverfasser: | , |
Format: | Artikel |
Sprache: | eng |
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Online-Zugang: | Volltext |
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Zusammenfassung: | We present a novel algorithm for rendering physically-based soft shadows in complex scenes. Instead of casting shadow rays, we place both the points to be shaded and the samples of an area light source into separate hierarchies, and compute hierarchically the shadows caused by each occluding triangle. This yields an efficient algorithm with memory requirements independent of the complexity of the scene. [PUBLICATION ABSTRACT] |
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ISSN: | 0167-7055 1467-8659 |
DOI: | 10.1111/j.1467-8659.2005.00856.x |