“Volumetric shadow mapping”

  • ©Pascal Gautron, Jean-Eudes Marvie, and Guillaume Francois

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Title:

    Volumetric shadow mapping

Session/Category Title:   Real Fast Rendering


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Abstract:


    Classical rendering methods usually consider that light travels in vacuum, hence overlooking its interactions with its medium of transmission: the air. However, interactions between light and particles in suspension in the air generate phenomena such as smoke, fog, dust… Existing methods for simulating such interactions often rely on the native fog attenuation of graphics hardware, ignoring the occlusion effects shown in Figure 1. Mitchell [2005] tackles this problem by shading series of semi-transparent volume slices using a shadow map. While providing visually pleasant results, the method is not physically accurate and is prone to artifacts in given viewing directions due to undersampling.

References:


    1. Francois, G., Pattanaik, S., Bouatouch, K., and Breton, G. 2008. Subsurface texture mapping. IEEE Computer Graphics & Applications 28, 34–42.
    2. Mitchell, J. L. 2005. ShaderX3: Light Shaft Rendering. Charles River Media, 573–588.
    3. Williams, L. 1978. Casting curved shadows on curved surfaces. In Proceedings of SIGGRAPH, 270–274.


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