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dc.contributor.authorCai, Xiao-Huaen_US
dc.contributor.authorJia, Yun-Taoen_US
dc.contributor.authorWang, Xien_US
dc.contributor.authorHu, Shi-Minen_US
dc.contributor.authorMartin, Ralph R.en_US
dc.date.accessioned2015-02-21T12:05:10Z
dc.date.available2015-02-21T12:05:10Z
dc.date.issued2006en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2006.00915.xen_US
dc.description.abstractGenerating soft shadows in real time is difficult. Exact methods (such as ray tracing, and multiple light source simulation) are too slow, while approximate methods often overestimate the umbra regions. In this paper, we introduce a new algorithm based on the shadow map method to quickly and highly accurately render soft shadows produced by a light source. Our method builds inner and outer translucent fins on objects to represent the penumbra area inside and outside hard shadows, respectively. The fins are traced into multilayered light space maps to store illuminance adjustment to shadows. The viewing space illuminance buffer is then calculated using those maps. Finally, by blending illuminance and shading, a scene with highly accurate soft shadow effects is produced. Our method does not suffer from umbra overestimation. Physical relations between light, objects and shadows demonstrate the soundness of our approach.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltd.en_US
dc.titleRendering Soft Shadows using Multilayered Shadow Finsen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume25en_US
dc.description.number1en_US
dc.identifier.doi10.1111/j.1467-8659.2006.00915.xen_US
dc.identifier.pages15-28en_US


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