Real Time Volumetric Shadows using Polygonal Light Volumes

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Date
2010
Journal Title
Journal ISSN
Volume Title
Publisher
The Eurographics Association
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.
Description

        
@inproceedings{
:10.2312/EGGH/HPG10/039-045
, booktitle = {
High Performance Graphics
}, editor = {
Michael Doggett and Samuli Laine and Warren Hunt
}, title = {{
Real Time Volumetric Shadows using Polygonal Light Volumes
}}, author = {
Billeter, Markus
and
Sintorn, Erik
and
Assarsson, Ulf
}, year = {
2010
}, publisher = {
The Eurographics Association
}, ISSN = {
2079-8687
}, ISBN = {
978-3-905674-26-2
}, DOI = {
/10.2312/EGGH/HPG10/039-045
} }
Citation