Real-time soft shadow for displacement mapped surfaces

Chun Fa Chang*, Bo Quan Lin, Ying Chieh Chen, Yung Feng Chiu

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contribution

2 Citations (Scopus)

Abstract

For effectively rendering surface details, many texture-based methods such as normal mapping and displacement mapping were used to model detailed structures on a surface. Although self-shadow can be achieved by those techniques, most of them support hard shadow or ad-hoc approximation of soft-shadow for the self-shadow effects. In this paper, we present a simple method to render soft shadow casted by area lights on displacement mapped surfaces in real-time rendering applications such as 3D game engines. Our method first computes a visibility cone map, which stores the average visible ratio of each texel toward a certain direction. Then, during the rendering, the intensity of each pixel on the texture mapped surfaces can be calculated from the overlap between the projected lighting area and the projected visible cone.

Original languageEnglish
Title of host publicationProceedings - 2009 IEEE International Conference on Multimedia and Expo, ICME 2009
Pages1254-1257
Number of pages4
DOIs
Publication statusPublished - 2009
Event2009 IEEE International Conference on Multimedia and Expo, ICME 2009 - New York, NY, United States
Duration: 2009 Jun 282009 Jul 3

Publication series

NameProceedings - 2009 IEEE International Conference on Multimedia and Expo, ICME 2009

Other

Other2009 IEEE International Conference on Multimedia and Expo, ICME 2009
Country/TerritoryUnited States
CityNew York, NY
Period2009/06/282009/07/03

Keywords

  • Displacement mapping
  • Real-time rendering
  • Soft shadow

ASJC Scopus subject areas

  • Computer Graphics and Computer-Aided Design
  • Computer Networks and Communications
  • Hardware and Architecture
  • Software

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