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High Performance Graphics (2010) M. Doggett, S. Laine, and W. Hunt (Editors)
 

Summary: High Performance Graphics (2010)
M. Doggett, S. Laine, and W. Hunt (Editors)
Real Time Volumetric Shadows using Polygonal Light
Volumes
Markus Billeter1
, Erik Sintorn1
and Ulf Assarsson1
1Chalmers University of Technology, Gothenburg, Sweden
Abstract
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
1. Introduction

  

Source: Assarsson, Ulf - Department of Computer Engineering, Chalmers University of Technology

 

Collections: Computer Technologies and Information Sciences