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CGF
2005

Hierarchical Penumbra Casting

13 years 11 months ago
Hierarchical Penumbra Casting
We present a novel algorithm for rendering physically-based soft shadows in complex scenes. Instead of casting 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. Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Three-Dimensional Graphics and Realism]: Shadowing
Samuli Laine, Timo Aila
Added 15 Dec 2010
Updated 15 Dec 2010
Type Journal
Year 2005
Where CGF
Authors Samuli Laine, Timo Aila
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