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An Improved Physically‐Based Soft Shadow Volume Algorithm

An Improved Physically‐Based Soft Shadow Volume Algorithm We identify and analyze several performance problems in a state‐of‐the‐art physically‐based soft shadow volume algorithm, and present an improved method that alleviates these problems by replacing an overly conservative spatial acceleration structure by a more efficient one. The new technique consistently outperforms both the previous method and a ray tracing‐based reference solution in several realistic situations while retaining the correctness of the solution and other desirable characteristics of the previous method. These include the unintrusiveness of the original algorithm, meaning that our method can be used as a black‐box shadow solver in any offline renderer without requiring multiple passes over the image or other special accommodation. We achieve speedup factors from 1.6 to 12.3 when compared to the previous method. Categories and Subject Descriptors (according to ACM CCS): I.3.7 (Three‐Dimensional Graphics and Realism): Shadowing http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png Computer Graphics Forum Wiley

An Improved Physically‐Based Soft Shadow Volume Algorithm

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References (44)

Publisher
Wiley
Copyright
Copyright © 2006 Wiley Subscription Services, Inc., A Wiley Company
ISSN
0167-7055
eISSN
1467-8659
DOI
10.1111/j.1467-8659.2006.00949.x
Publisher site
See Article on Publisher Site

Abstract

We identify and analyze several performance problems in a state‐of‐the‐art physically‐based soft shadow volume algorithm, and present an improved method that alleviates these problems by replacing an overly conservative spatial acceleration structure by a more efficient one. The new technique consistently outperforms both the previous method and a ray tracing‐based reference solution in several realistic situations while retaining the correctness of the solution and other desirable characteristics of the previous method. These include the unintrusiveness of the original algorithm, meaning that our method can be used as a black‐box shadow solver in any offline renderer without requiring multiple passes over the image or other special accommodation. We achieve speedup factors from 1.6 to 12.3 when compared to the previous method. Categories and Subject Descriptors (according to ACM CCS): I.3.7 (Three‐Dimensional Graphics and Realism): Shadowing

Journal

Computer Graphics ForumWiley

Published: Sep 1, 2006

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