Forest, VincentBarthe, LoïcPaulin, MathiasMarc Olano and Philipp Slusallek2013-10-282013-10-2820063-905673-37-11727-3471https://doi.org/10.2312/EGGH/EGGH06/039-047Recent 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.Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Line and Curve GenerationRealistic Soft Shadows by Penumbra-Wedges Blending