Title: A Geometry-Based Soft Shadow Volume Algorithm Using Graphics Hardware
1A Geometry-Based Soft Shadow Volume
AlgorithmUsing Graphics Hardware
- Ulf Assarsson
- and
- Tomas Akenine-Möller
- SIGGRAPH 2003
2We present
- A Soft Shadow Volume Algorithm
- Area light sources
- Simple volumetric light sources
- Textures and short video textures as lights
- Real-time performance with programmable graphics
hardware - Approximate soft shadows
- Trade speed vs accuracy
3Intro demo
4A short recap
SOFT
HARD
- Area/volumetric lights give soft shadows
- Real lights have area or volume
- Thus, soft shadows more realistic
5Overview
- Computation of visibility mask
- 1st pass Render hard shadow
- 2nd pass compensate for overstated umbra
6Hard vs. soft shadows
Two different light source types
7A Real-Time Soft Shadow Volume Algorithm
8Wedges
- Each silhouette edge has a corresponding wedge
- Provides a piece of penumbra contribution
- Rasterized by pixelshader
9Two-pass algorithm
10Visibility computation
- Really want to compute how much we can see of the
light source
11Visibility computation
12Precomputed contribution in 4D textures
contribution area
32
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13How the visibility computation works
14Rasterize a wedge
15A wedge for each silhouette edge
16A wedge for each silhouette edge
17A wedge for each silhouette edge
18A wedge for each silhouette edge
19A wedge for each silhouette edge
20Rasterizing the wedges
21Rasterizing the wedges
22Rasterizing the wedges
23Rasterizing the wedges
24Rasterizing the wedges
25Examples using textured lights
Texture of two colors
Texture of 16 area lights
26Fire Demo
27Fire Demo
28Comparisons
Reference image Our algorithm
29Comparisons
Reference image Our algorithm
30Comparisons
Small light source
Large light source
31Comparisons
512 point lights Our algorithm
32The Last Demo