A Survey of Real-time Soft Shadows Algorithms

Recent advances in GPU technology have produced a shift in focus for real-time rendering applications, whereby improvements in image quality are sought in addition to raw polygon display performance. Rendering effects such as antialiasing, motion blur and shadow casting are becoming commonplace and...

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Vydáno v:Computer graphics forum Ročník 22; číslo 4; s. 753 - 774
Hlavní autoři: Hasenfratz, J. -M., Lapierre, M., Holzschuch, N., Sillion, F., Artis GRAVIR/IMAG-INRIA
Médium: Journal Article
Jazyk:angličtina
Vydáno: Oxford, UK and Boston, USA Blackwell Publishing, Inc 01.12.2003
Wiley
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ISSN:0167-7055, 1467-8659
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Shrnutí:Recent advances in GPU technology have produced a shift in focus for real-time rendering applications, whereby improvements in image quality are sought in addition to raw polygon display performance. Rendering effects such as antialiasing, motion blur and shadow casting are becoming commonplace and will likely be considered indispensable in the near future. The last complete and famous survey on shadow algorithms - by Woo et al. [52] in 1990 - has to be updated in particular in view of recent improvements in graphics hardware, which make new algorithms possible. This paper covers all current methods for real-time shadow rendering, without venturing into slower, high quality techniques based on ray casting or radiosity. Shadows are useful for a variety of reasons: first, they help understand relative object placement in a 3D scene by providing visual cues. Second, they dramatically improve image realism and allow the creation of complex lighting ambiances. Depending on the application, the emphasis is placed on a guaranteed framerate, or on the visual quality of the shadows including penumbra effects or "soft shadows". Obviously no single method can render physically correct soft shadows in real time for any dynamic scene! However our survey aims at providing an exhaustive study allowing a programmer to choose the best compromise for his/her needs. In particular we discuss the advantages, limitations, rendering quality and cost of each algorithm. Recommendations are included based on simple characteristics of the application such as static/moving lights, single or multiple light sources, static/dynamic geometry, geometric complexity, directed or omnidirectional lights, etc. Finally we indicate which methods can efficiently exploit the most recent graphics hardware facilities.
Bibliografie:ArticleID:CGF722
ark:/67375/WNG-M5MM4P19-9
istex:4E7600A8F4E665CE2A1910B0890C6C40D3C293D3

This extension (or the earlier version, GL_SGIX_SHADOW), is available on Silicon Graphics Hardware above Infinite Reality 2, on NVidia graphics cards after GeForce3 and on ATI graphics cards after Radeon9500.
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ISSN:0167-7055
1467-8659
DOI:10.1111/j.1467-8659.2003.00722.x