Soft Shadows from Extended Light Sources
with Penumbra Deep Shadow Maps
Jean-François St-Amour,
Eric Paquette, and
Pierre Poulin
Proc. Graphics Interface 2005, May 2005
Abstract
This section presents the adaptation of the DSM structure to capture the
attenuation from an extended light source, in an approach similar to that of
Agrawala et al. [Agrawala:2000].
The PDSM method stores the attenuation function for every 3D
location in the PDSM field of view.
New objects can then be added in the scene with
high-quality soft shadows cast on them without recomputing the PDSM.
The PDSM also has advantages compared to approaches such as lightmaps
since it does not require any surface parameterization of the objects.
As can be seen in the accompanying video, it can even be cast on
objects that do not have any surface, such as fog.
Keywords
Rendering, illumination, graphics hardware, visibility, shadow, compression.
BibTeX entry
@inproceedings{St-Amour-2005-PDSM,
title = "Soft Shadows from Extended Light Sources with Penumbra Deep Shadow Maps",
author = "Jean-Fran\c{c}ois St-Amour and Eric Paquette and Pierre Poulin",
booktitle = "Graphics Interface 2005",
year = "2005",
month = may,
pages = "105-112"
}
Online version
Adobe PDF version of the paper
Accompanying final video (Quicktime/DivX5)
Presentation slides (PowerPoint)