Real time volumetric shadows using polygonal light volumes

  • Authors:
  • Markus Billeter;Erik Sintorn;Ulf Assarsson

  • Affiliations:
  • Chalmers University of Technology, Gothenburg, Sweden;Chalmers University of Technology, Gothenburg, Sweden;Chalmers University of Technology, Gothenburg, Sweden

  • Venue:
  • Proceedings of the Conference on High Performance Graphics
  • Year:
  • 2010

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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.