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Real-time Soft Shadowing of Dynamic Height Map Using a Shadow Height Map

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This paper introduces a novel real-time soft shadowing method applicable for height maps. As well as supporting self-shadowing of the height map, our method allows shadows to be caught on other objects. The method is very suitable for dynamically changing height maps because it requires no precomputation. A shadow height map (SHM) is a new structure which represents the height of the shadow at each discretized coordinate of a height map. Constructing the SHM is O(n), where n is the number of texels in the SHM. Shadow can be computed from this map quickly and simply, using a pixel shader. Examples demonstrate good real-time performance and plausible visual quality.

Abstract

This paper introduces a novel real-time soft shadowing method applicable for height maps. As well as supporting self-shadowing of the height map, our method allows shadows to be caught on other objects. The method is very suitable for dynamically changing height maps because it requires no precomputation. A shadow height map (SHM) is a new structure which represents the height of the shadow at each discretized coordinate of a height map. Constructing the SHM is O(n), where n is the number of texels in the SHM. Shadow can be computed from this map quickly and simply, using a pixel shader. Examples demonstrate good real-time performance and plausible visual quality.

참고문헌 (13)

  1. Blinn J. F., "Simulation of Wrinkled Surfaces", pp.286~292 (1978), ACM SIGGRAPH
  2. Crow F., "Shadow Algorithms for Computer Graphics", pp.242~248 (1977), ACM SIGGRAPH
  3. Losasso, F., "Geometry clipmaps: terrain rendering using nested regular grids", pp.769~776 (2004), ACM SIGGRAPH
  4. Max N. L., "Horizon mapping: shadows for bump-mapped surfaces", The Visual Computer, 4(2), pp.109~117 (1988)
  5. Oat C., "Irradiance Volumes for Games", Proc.Game Developers Conference (2005)
  6. Oat C., "Ambient Aperture Lighting", Proceedings of 2007 simposium on interactive 3D graphics and games, pp.61~64 (2007)
  7. Policarpo F., "Real-Time Relief Mapping on Arbitrary Polygonal Surfaces", pp.935~ (2005), ACM SIGGRAPH
  8. Ren, Z., "Real-time soft shadows in dynamic scenes using spherical harmonic exponentiation", pp.955~966 (2006), ACM SIGGRAPH
  9. Sloan P.-P. J, "Interactive Horizon Mapping", Proc. Eurographics Workshop on Rendering, pp.281~286 (2000)
  10. Sloan P.-P. J., "Precomputed radiance transfer for real-time rendering in dynamic, low-frequency lighting environments", pp.527~536 (2002), ACM SIGGRAPH
  11. Sun, W., "Generalized wavelet product integral for rendering dynamic glossy objects", pp.955~966 (2006), ACM SIGGRAPH
  12. Tatarchuk N., "Dynamic parallax occlusion mapping with approximate soft shadows", In Symposium on Interactive 3D graphics and games, pp.63~69 (2006)
  13. Williams, L., "Casting Curved Shadows on Curved Surfaces", pp.270~274 (1978), ACM SIGGRAPH

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