Real Time Volumetric Shadows using Polygonal Light Volumes
Paper in proceeding, 2010

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.

Author

Markus Billeter

Chalmers, Computer Science and Engineering (Chalmers), Computer Engineering (Chalmers)

Erik Sintorn

Chalmers, Computer Science and Engineering (Chalmers), Computer Engineering (Chalmers)

Ulf Assarsson

Chalmers, Computer Science and Engineering (Chalmers), Computer Engineering (Chalmers)

Proceedings of the Conference on High Performance Graphics, 2010

2079-8679 (ISSN)

39-45
978-3-905674-26-2 (ISBN)

Subject Categories

Computer Engineering

ISBN

978-3-905674-26-2

More information

Created

10/7/2017