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EGH
2010
Springer

Real time volumetric shadows using polygonal light volumes

13 years 2 months ago
Real time volumetric shadows using polygonal light volumes
This paper presents a more efficient way of computing single scattering effects in homogeneous participating media for real-time purposes than the currently popular ray-marching based algorithms. These effects include halos around light sources, volumetric shadows and crepuscular rays. By displacing the vertices of a base mesh with the depths from a standard shadow map, we construct a polygonal mesh that encloses the volume of space that is directly illuminated by a light source. Using this volume we can calculate the airlight contribution for each pixel by considering only points along the eye-ray where shadow-transitions occur. Unlike previous ray-marching methods, our method calculates the exact airlight contribution, with respect to the shadow map resolution, at real time frame rates. Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism--Color, shading, shadowing and texture
Markus Billeter, Erik Sintorn, Ulf Assarsson
Added 11 Feb 2011
Updated 11 Feb 2011
Type Journal
Year 2010
Where EGH
Authors Markus Billeter, Erik Sintorn, Ulf Assarsson
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