Title
Real time volumetric shadows using polygonal light volumes
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.
Year
Venue
Keywords
2010
High Performance Graphics
popular ray-marching,polygonal mesh,volumetric shadow,light source,base mesh,shadow map resolution,standard shadow map,previous ray-marching method,airlight contribution,exact airlight contribution,polygonal light volume,real time volumetric shadow,shading,shadow mapping,real time
Field
DocType
ISBN
Computer vision,Polygon,Time frame,Computer graphics (images),Vertex (geometry),Computer science,Crepuscular rays,Shadow mapping,Artificial intelligence,Pixel,Scattering,Halo
Conference
978-1-4503-0896-0
Citations 
PageRank 
References 
15
0.67
10
Authors
3
Name
Order
Citations
PageRank
Markus Billeter115313.30
Erik Sintorn226220.06
Ulf Assarsson362142.84