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Hierarchical Penumbra Casting
Author(s) -
Laine Samuli,
Aila Timo
Publication year - 2005
Publication title -
computer graphics forum
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.578
H-Index - 120
eISSN - 1467-8659
pISSN - 0167-7055
DOI - 10.1111/j.1467-8659.2005.00856.x
Subject(s) - ray tracing (physics) , subdivision , shadow (psychology) , shadow mapping , computer science , distributed ray tracing , computer vision , computer graphics (images) , plane (geometry) , point (geometry) , geometry , algorithm , artificial intelligence , mathematics , optics , rendering (computer graphics) , physics , geography , psychology , archaeology , psychotherapist
We present a novel algorithm for rendering physically-based soft shadows in complex scenes. Instead of cast- ing 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.

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