High-Performance Graphics 2010
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Browsing High-Performance Graphics 2010 by Subject "Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism Color, shading, shadowing and texture"
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Item Real Time Volumetric Shadows using Polygonal Light Volumes(The Eurographics Association, 2010) Billeter, Markus; Sintorn, Erik; Assarsson, Ulf; Michael Doggett and Samuli Laine and Warren HuntThis 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.