In this paper, a new algorithm to render soft shadows in real time applications is introduced, namely the Occluding Edges Soft Shadow algorithm (short OESS). The algorithm approximates the shadow cast from linear lights by finding the outlines of an occluding object (Occluding Edges) and considering these in a fragment's illumination. The method is based on the shadow mapping technique, whereby its capability of rendering the shadow at an interactive rate does not depend on the complexity of the scene. The paper supplies an overview for several methods to produce shadows and soft shadows in real time computer graphics, a detailed description of the newly developed algorithm, and a section with results and future possibilities for improvements.
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