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Layered occlusion map for soft shadow generation

Authors
Nguyen, Kien T.Jang, HanyoungHan, JungHyun
Issue Date
12월-2010
Publisher
SPRINGER
Keywords
Soft shadow algorithm; Image processing; Hardware accelerated rendering; Real-time shadowing
Citation
VISUAL COMPUTER, v.26, no.12, pp.1497 - 1512
Indexed
SCIE
SCOPUS
Journal Title
VISUAL COMPUTER
Volume
26
Number
12
Start Page
1497
End Page
1512
URI
https://scholar.korea.ac.kr/handle/2021.sw.korea/115220
DOI
10.1007/s00371-010-0507-1
ISSN
0178-2789
Abstract
This paper presents a high-quality high-performance algorithm to compute plausible soft shadows for complex dynamic scenes. Given a rectangular light source, the scene is rendered from the viewpoint placed at the center of the light source, and discretized into a layered depth map. For each scene point sampled in the depth map, the occlusion degree is computed, and stored in a layered occlusion map. When the scene is rendered from the camera's viewpoint, the occlusion degree of a scene point is computed by filtering the layered occlusion map. The proposed algorithm produces soft shadows the quality of which is quite close to that of the ground truth reference. As it runs very fast, a scene with a million polygons can be rendered in real-time. The proposed method does not require pre-processing and is easy to implement in contemporary graphic hardware.
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