IEEE Computer Graphics and Applications
Graphics gems
Motion blur on graphics workstations
Graphics Gems III
Fast shadows and lighting effects using texture mapping
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
SIGGRAPH '96 ACM SIGGRAPH 96 Visual Proceedings: The art and interdisciplinary programs of SIGGRAPH '96
Fast calculation of soft shadow textures using convolution
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Jim Blinn's corner: a trip down the graphics pipeline
Jim Blinn's corner: a trip down the graphics pipeline
Interactive technical illustration
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
It's Really Not a Rendering Bug, You See ...
IEEE Computer Graphics and Applications
Approximate soft shadows on arbitrary surfaces using penumbra wedges
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
An optimized soft shadow volume algorithm with real-time performance
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
A geometry-based soft shadow volume algorithm using graphics hardware
ACM SIGGRAPH 2003 Papers
Penumbra maps: approximate soft shadows in real-time
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Rendering fake soft shadows with smoothies
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Light mesh: soft shadows as interpolation of visibility
Future Generation Computer Systems - Special issue: Computer graphics and geometric modeling
Soft irregular shadow mapping: fast, high-quality, and robust soft shadows
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Light mesh: soft shadows as interpolation of visibility
Future Generation Computer Systems
ACM SIGGRAPH ASIA 2009 Courses
Illustrative scientific visualization framework
Computational Aesthetics'05 Proceedings of the First Eurographics conference on Computational Aesthetics in Graphics, Visualization and Imaging
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This paper presents an algorithm for rapidly creating and rendering soft shadows on a plane. It has the advantages of rapid generation on current hard-ware, as well as high quality and a realistic feel on a perceptual level. The algorithm renders the soft shadow to a texture. It begins with a hard drop shadow, then uses the object's silhouette edges to generate penumbrae in a single pass. Though the shadows generated are physically inaccurate, this technique yields penumbrae that are smooth and perceptually convincing.