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An Efficient Method for Rendering Detailed Soft Shadow

  • Feng Zhou
  • Guoping Wang
  • Heng Wang
Part of the Lecture Notes in Computer Science book series (LNCS, volume 3942)

Abstract

In this paper, a new method is described for rendering convincing soft shadows from area light source at interactive frame rates. The method is based on the shadow map algorithm and it fully exploits the parallelism of the programmable graphics pipeline. In the method we sample the area light source using parallel linear segments and compute the light contribution of each segment using a completely new method which gives reasonable simulation for soft shadow generated by tiny scene object. We demonstrate that it can generate detailed soft shadow, while achieving the high frame rates. And our approach offers a number of benefits. E.g., it’s easy to be adopted by the projects using shadowing map and there is no extra overhead while the complexity of the scene geometry increases.

Keywords

Scene Geometry Soft Shadow Light Amount Interactive Frame Rate View Frustum 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

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Copyright information

© Springer-Verlag Berlin Heidelberg 2006

Authors and Affiliations

  • Feng Zhou
    • 1
  • Guoping Wang
    • 1
  • Heng Wang
    • 1
  1. 1.Dep. of Computer Science & TechnologyPeking UniversityBeijingChina

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