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Real Time Volumetric Shadows using Polygonal Light Volumes

Markus Billeter (Institutionen för data- och informationsteknik, Datorteknik (Chalmers)) ; Erik Sintorn (Institutionen för data- och informationsteknik, Datorteknik (Chalmers)) ; Ulf Assarsson (Institutionen för data- och informationsteknik, Datorteknik (Chalmers))
Proceedings of the Conference on High Performance Graphics, 2010 (2079-8679). p. 39-45. (2010)
[Konferensbidrag, refereegranskat]

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.

Denna post skapades 2010-07-13. Senast ändrad 2017-10-03.
CPL Pubid: 123850