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
Link To Document