Skip to Main content Skip to Navigation

A Fast Shadow Algorithm for Area Light Sources Using Backprojection

Abstract : The fast identification of shadow regions due to area light sources is necessary for realistic rendering and for discontinuity meshing for global illumination. A new shadow-determination algorithm is presented that uses a data structure, called a backprojection, to represent the visible portion of a light source from any point in the scene. A complete discontinuity meshing algorithm is described for polyhedral scenes and area light sources, which includes an important class of light/geometry interactions that have not been implemented before. A fast incremental algorithm for computing backprojections is also described. The use of spatial subdivision, and heuristics based on computed statistics of typical scenes, results in efficient mesh and backprojection computation. Results of the implementation show that the use of the backprojection and discontinuity meshing permits accelerated high-quality rendering of shadows using both ray-casting and polygon-rendering with interpolants.
Document type :
Conference papers
Complete list of metadatas

Cited literature [16 references]  Display  Hide  Download

https://hal.inria.fr/inria-00510136
Contributor : Team Evasion <>
Submitted on : Friday, December 3, 2010 - 1:44:58 PM
Last modification on : Wednesday, October 10, 2018 - 9:28:02 PM
Document(s) archivé(s) le : Friday, March 4, 2011 - 2:29:55 AM

File

resultat.pdf
Files produced by the author(s)

Identifiers

Citation

George Drettakis, Eugene Fiume. A Fast Shadow Algorithm for Area Light Sources Using Backprojection. Computer Graphics (SIGGRAPH 1994), ACM SIGGRAPH, Jul 1994, Orlando, United States. pp.223-230, ⟨10.1145/192161.192207⟩. ⟨inria-00510136⟩

Share

Metrics

Record views

101

Files downloads

542