• DocumentCode
    1186348
  • Title

    Shadows and soft shadows with participating media using splatting

  • Author

    Zhang, Caixia ; Crawfis, Roger

  • Author_Institution
    Dept. of Comput. & Inf. Sci., Ohio State Univ., Columbus, OH, USA
  • Volume
    9
  • Issue
    2
  • fYear
    2003
  • Firstpage
    139
  • Lastpage
    149
  • Abstract
    This paper describes an efficient algorithm to model the light attenuation due to a participating media with low albedo. Here, we consider the light attenuation along a ray, as well as the light attenuation emanating from a surface. The light attenuation is modeled using a splatting volume renderer for both the viewer and the light source. During the rendering, a 2D shadow buffer accumulates the light attenuation. We first summarize the basic shadow algorithm using splatting. Then, an extension of the basic shadow algorithm for projective textured light sources is described. The main part of this paper is an analytic soft shadow algorithm based on convolution techniques. We describe and discuss the soft shadow algorithm, and generate soft shadows, including umbra and penumbra, for extended light sources.
  • Keywords
    convolution; rendering (computer graphics); 2D shadow buffer; albedo; analytic soft shadow algorithm; basic shadow algorithm; convolution techniques; light attenuation; light source; participating media; penumbra; projective textured light sources; splatting volume renderer; umbra; viewer; volume rendering; Algorithm design and analysis; Approximation algorithms; Convolution; Displays; Light sources; Lighting; Optical attenuators; Rendering (computer graphics); Solid modeling;
  • fLanguage
    English
  • Journal_Title
    Visualization and Computer Graphics, IEEE Transactions on
  • Publisher
    ieee
  • ISSN
    1077-2626
  • Type

    jour

  • DOI
    10.1109/TVCG.2003.1196002
  • Filename
    1196002