Abstract

This paper describes a method to determine correct shadow boundaries from an area light source using umbra and penumbra volumes. The light source is approximated by a circular disk as this gives a fast way to extrude the volumes. The method also gives a crude estimate of the visibility of the area light source as seen from a point in the shadow region. Instead of rendering the volumes to the stencil buffer, we use an extended shadow map - a so-called D-buffer, which among other things stores distances from the center of the light source to the umbra and penumbra volumes. The method is suited for implementation on most programmable hardware. Though some crude approximations are used in the visibility function, the method can be used to produce soft shadows with correct boundaries in real time.

Keywords:
Rendering (computer graphics) Computer science Shadow mapping Computer graphics (images) Penumbra Visibility Computer vision Point source Shadow (psychology) Light source Boundary (topology) Artificial intelligence Optics Physics Mathematics Mathematical analysis

Metrics

2
Cited By
0.00
FWCI (Field Weighted Citation Impact)
28
Refs
0.62
Citation Normalized Percentile
Is in top 1%
Is in top 10%

Citation History

Topics

Computer Graphics and Visualization Techniques
Physical Sciences →  Computer Science →  Computer Graphics and Computer-Aided Design
Computational Geometry and Mesh Generation
Physical Sciences →  Computer Science →  Computer Graphics and Computer-Aided Design
3D Shape Modeling and Analysis
Physical Sciences →  Engineering →  Computational Mechanics

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DISSERTATION

Algorithms for Real-Time Rendering of Soft Shadows

Viney, Richard

University:   University of Canterbury Research Repository (University of Canterbury) Year: 2007
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