This paper presents a physically plausible soft-shadow algorithm that can be executed real-time by current GPUs. The method works with a single shadow map, requires no pre- or post-processing, and can also handle self shadowing. The main novelty of the method is in the interpretation of the shadow map. A lexel with depth information is considered as the geometric definition of an elementary shadow caster. When the shadowing of a point is computed, the algorithm decides whether these elementary casters occlude the light source area from the shaded point, and the shadowing factors of the elementary casters are accumulated.
Ran ChenXiang XuKang GeYanning XuXiangxu MengLu Wang
Bjarke JakobsenNiels Jørgen ChristensenBent Dalgaard LarsenK.S. Petersen