Realistic Soft Shadows by Penumbra-Wedges Blending

Abstract
Recent real-time shadow generation techniques try to provide shadows with realistic penumbrae. However, most techniques are whether non-physically based or too simplified to produce convicing results. The penumbra-wedges algorithm is a physical approach based on the assumption that penumbrae are non-overlapping. In this paper, we propose an algorithm that takes the advantages of the penumbra-wedges method but solves the "non-overlapping" limitation. We first compute the light occlusion regions per fragment. Then we use this information to detect the areas where penumbrae are overlapping and we perform a realistic penumbra blending.
Description

        
@inproceedings{
:10.2312/EGGH/EGGH06/039-047
, booktitle = {
Graphics Hardware
}, editor = {
Marc Olano and Philipp Slusallek
}, title = {{
Realistic Soft Shadows by Penumbra-Wedges Blending
}}, author = {
Forest, Vincent
and
Barthe, Loïc
and
Paulin, Mathias
}, year = {
2006
}, publisher = {
The Eurographics Association
}, ISSN = {
1727-3471
}, ISBN = {
3-905673-37-1
}, DOI = {
/10.2312/EGGH/EGGH06/039-047
} }
Citation