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Topic: Soft shadows


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In the News (Thu 16 Feb 12)

  
  Efficient Image-Based Methods for Rendering Soft Shadows
Therefore the time and memory requirements for adding soft shadows to an image are dependent only on image complexity and the number of lights, not geometric scene complexity.
Further, shadow maps rendered from the light source sparsely sample surfaces that are oblique to the light source.
The precomputation is performed in a few seconds, and soft shadows are then displayed at several frames a second.
graphics.stanford.edu /papers/shadows   (974 words)

  
 GameDev.net -- Soft-Edged Shadows   (Site not responding. Last check: 2007-10-20)
The shadow volumes technique is a geometry based technique that requires the extrusion of the geometry in the direction of the light to generate a closed volume.
Shadow mapping on the other hand is an image space technique that involves rendering the scene depth from the light's point of view and using this depth information to determine which portions of the scene in shadow.
A lot of over-zealous PHD students have come up with papers describing soft shadowing techniques, but in reality, most of these techniques are not viable in real-time, at least when considering complex scenes.
www.gamedev.net /columns/hardcore/softedgeshadow   (507 words)

  
 GameDev.net -- Dynamic 2D Soft Shadows
The aim of this document is to describe an accurate method of generating soft shadows in a 2D environment.
The shadows are created on the fly via geometry as opposed to traditional 2D shadow methods, which typically use shadow sprites or other image based methods.
The umbra region of a shadow is the area completely hidden from the light source, and as such is a single colour (the image above shows the umbra region in fl since there is no other light source to illuminate this region).
www.gamedev.net /reference/programming/features/2dsoftshadow   (683 words)

  
 9.2 Soft Shadows   (Site not responding. Last check: 2007-10-20)
Most shadow techniques create a very "hard" shadow edge; surfaces in shadow, and surfaces being lit are separated by a sharp, distinct boundary, with a large change in surface brightness.
These soft shadows are a more realistic representation of area light sources, which create shadows consisting of an umbra (where none of the light is visible) and penumbra, where part of the light is visible.
Soft shadows are created by rendering the shadowed scene multiple times, and accumulating into the accumulation buffer.
www.opengl.org /resources/tutorials/advanced/advanced96/node40.html   (230 words)

  
 Soft shadows - isn't there a better way? - GameDev.Net Discussion Forums   (Site not responding. Last check: 2007-10-20)
Soft shadows where present in the new doom are done another way.
The shadow is quite sharp at the point where the wall is stuck in the ground.
It produces soft shadows, and the degree of 'softness' is variable.
www.gamedev.net /community/forums/topic.asp?topic_id=88638   (2906 words)

  
 9.4 Creating Shadows   (Site not responding. Last check: 2007-10-20)
Shadows are composed of two parts, the umbra and the penumbra.
Since shadows tend to have high contrast edges, They are more unforgiving with respect to aliasing artifacts and other rendering errors.
The complexity of the shadowing object, and the complexity of the scene that is being shadowed.
www.sgi.com /software/opengl/advanced97/notes/node99.html   (230 words)

  
 Real-Time Soft Shadows - Introduction
However incorporating shadows, and especially realistic soft shadows, in a real-time application, has remained a difficult task (and has generated a great research effort).
Section 4 offers a discussion and classifies these algorithms based on their different We distinguish between two types of shadows: attached shadows, occuring when the normal of the receiver is facing away from the light source; cast shadows, occuring when a shadow falls on an object whose normal is facing toward the light source.
Self-shadows are a specific case of cast shadows that occur when the shadow of an object is projected onto itself, i.e.
artis.imag.fr /Research/RealTimeShadows   (523 words)

  
 9.4.5 Soft Shadows Using Textures   (Site not responding. Last check: 2007-10-20)
For each shadowed polygon, an image is rendered which represents the contribution of each light source for each shadowed polygon, and that image is used as a texture in the final scene containing the shadowed polygon.
Shadowing polygons are projected onto the shadowed polygon from the direction of the sample point on the light source.
Multiple shadow textures per polygon are avoided because each ``lighting'' frustum shares the base quadrilateral, and so the shadowing results can all be accumulated into the same texture.
www-europe.sgi.com /software/opengl/advanced98/notes/node143.html   (364 words)

  
 Soft X-ray Shadows
Soft X-ray shadows provide unique information on the distribution in space of the emission sources responsible for the soft X-ray diffuse background.
Soft X-ray shadows are the X-ray analog of optical dark nebulae such as the Horsehead nebula.
Studies of soft X-ray shadows are being pursued by Evan Pugh Professor Gordon Garmire and by Dr.
www.astro.psu.edu /xray/shadow/shadows.html   (394 words)

  
 Soft Shadows with RenderDotC
The cost of computing soft shadows is independant from geometric complexity of the scene and only depends on the number and resolution of depth maps provided.
It is possible, to get soft shadows out of one shadow map, but due to the lack of information you might get some artifacts, especially when the light source is near and big in respect to the object.
The two shadow maps are generated from two different positions on the light source and due to their different position they cover slightly different parts of the surface.
www.dotcsw.com /doc/softshadows.html   (784 words)

  
 Soft Shadows   (Site not responding. Last check: 2007-10-20)
This is not a desired effect, since in real life scenes we have soft shadows with penumbrae regions.
To simulate this kind of soft shadows, we have to introduce extended light sources into the environment.
The main problem with this approach is that you have to cast many rays to achieve an actually soft shadow, rather than some sand-like looking effect.
www.cs.unc.edu /~ipek/238/hw2/softshadow.htm   (293 words)

  
 Nate Robins - Shadows   (Site not responding. Last check: 2007-10-20)
Soft shadows appear more realistic than hard shadows, so are desirable for more realistic simulation.
In order to do soft shadows with this method, several scenes must be rendered, each from a slightly different point of view from the light.
The shadow textures method creates texture maps for each receiver polygon in a scene and uses those texture maps in place of lighting effects if the polygon is in shadow.
www.xmission.com /%7Enate/shadow.html   (382 words)

  
 Application Note #26
Shadow computations from area light sources require visibility checks with more than one point on the light source.
One way to approximate area shadows is by rendering multiple shadowmaps from various points on the light source, and averaging their shadow contributions.
While normal shadows require only one shadowmap rendered from the light source's location, soft shadows require multiple shadowmaps from various points on the light source's area.
graphics.stanford.edu /lab/soft/purgatory/prman/Toolkit/AppNotes/appnote.26.html   (855 words)

  
 Soft Shadows   (Site not responding. Last check: 2007-10-20)
In this tutorial we are going to experiment some with soft shadows in Bryce.
Unfortunately, one of Bryce's drawbacks is the lack of soft shadows -- you can always identify a Bryce-rendering by looking at the shadows: they're always hard and sharp.
There are work-arounds and I will show you one of the ways you can accomplish soft shadows and hence render a more realistic image.
www.geocities.com /cartesius44/soft.html   (641 words)

  
 Real-Time Soft Shadows - References
Approximate soft shadows on arbitrary surfaces using penumbra wedges.
Shadow penumbras for complex objects by depth-dependent filtering of multilayer depth images.
Soft shadow maps for area light by area approximation.
artis.imag.fr /Recherche/RealTimeShadows/references.html   (603 words)

  
 The Gnomon Workshop - Transparency Shadows
In the above image, the key light is using D-map shadows (left), which are casting a fully opaque shadow based not on the object's transparency but on its tesselation.
Assign a new lambert shader to the shadow object.
While the focus of our discussion was transparency shadows, the concept of having a 'shadow object' is a common production technique used to speed up render time.
www.thegnomonworkshop.com /tutorials/transparency_shadows/trans_shadow.html   (859 words)

  
 CGTalk - soft shadows
soft IK is slow in editor window, it takes a lot of time t set up a good rig and structuring the controllers is rather impossible.
Soft Shadows that are produced by Area lights with Raytracing could be rendered by using multi spots.
With one light and dmaps, it is impossible to have a shadow that is crisp near the base of an object, and then blurs as it spreads away from the object.
forums.cgsociety.org /showthread.php?t=107379   (1618 words)

  
 AGNSW: Soft Shadows and Sharp Lines
Soft Shadows and Sharp Lines showcases aspects of the Art Gallery of New South Wales’ fine collection of early twentieth century Australian photography.
Soft Shadows and Sharp Lines explores the aesthetic shift from a pictorial style of image-making, demonstrated in the work of Harold Cazneaux, to the modernist compositions of artists such as Max Dupain.
Soft Shadows and Sharp Lines includes work by Harold Cazneaux, John Kauffmann, Cecil Bostock, Norman Deck, Henri Mallard, Max Dupain, F.A. Joyner, George Morris, Wolfgang Sievers, Laurence Collings, Hans Hasenpflug, Olive Cotton, Ruth Hollick and others.
www.artgallery.nsw.gov.au /media/archives_2002/cazneaux_to_dupain   (328 words)

  
 PRMan Soft Shadows Tutorial   (Site not responding. Last check: 2007-10-20)
To use soft shadows, you must place lights in your scene that will work together to generate the soft shadow map.
In the render you should see the soft shadow effect, but it will be very noisy with the default parameters.
To get a smoother soft shadow, go back to the MaxMan Light Modifier you applied to the primary light, and raise the 'Samples' from the default of 16 to 32 or even 64.
www.animallogic.com /research/maxman/onlinedocs/Tutorials/SoftShadows.html   (546 words)

  
 A survey of Real-Time Soft Shadows Algorithms
The last complete and famous survey on shadow algorithms -Woo, 1990- has to be updated in particular in view of recent improvements in graphics hardware, which make new algorithms possible.
Shadows are useful for a variety of reasons: first, they help understand relative object placement in a 3D scene by providing visual cues.
Depending on the application, the emphasis is placed on a guaranteed framerate, or on the visual quality of the shadows including penumbra effects or ``soft shadows''.
artis.inrialpes.fr /Publications/2003/HLHS03a   (292 words)

  
 dmj's Graphics Tips: Soft Shadows for HTML   (Site not responding. Last check: 2007-10-20)
I like soft shadows, even though they're used a lot and are probably getting just a bit trite.
Usually you see soft shadows on a plain background, which is just done by filling the background of the image with the same color as the web page and applying the soft shadow normally.
Adding soft shadows over a textured backdrop, though, is a bit harder to do with HTML, where you can never guarantee a particular alignment of image and background.
www.icd.com /tsd/tips/tip01.htm   (391 words)

  
 POV-Ray: Newsgroups: povray.newusers: Soft shadows
I'm rather new to POV (about 1 month) and I am trying to do soft shadows.
This softens the shadows, increases the computation time, but generates a very "grainy" shadow.
I found that increasing the number of lights in the area light will give a much less grainy shadow but doesn't increase the render time considerably.
news.povray.org /povray.newusers/thread/%3C422e258f%40news.povray.org%3E   (431 words)

  
 shadows   (Site not responding. Last check: 2007-10-20)
FIGURE A: Raytraced reflections and soft shadows made with a light array.
FIGURE E: Soft shadows made with a light array.
FIGURE F: Slightly soft shadows made with an array of 7 lights.
ourworld.compuserve.com /homepages/crestline/shadows.htm   (112 words)

  
 Neowin.net -> duum III and how to enable Soft Shadows?
I think what he means is the edges of the shadows are very sharp, when in the real world shadows blur around the edges.
Shadows should be blured around the edges, and in most cases shouldn't be completly fl but should blend with the texture it is laying on.
that sucks, when I played far cry soft shadows were very well implemented on the object like barrels, you could see the textures underneath the shadows.
www.neowin.net /forum/index.php?showtopic=199601   (569 words)

  
 Rendering Fake Soft Shadows with Smoothies
The smoothies give rise to fake shadows that appear qualitatively like soft shadows, without the cost of densely sampling an area light source.
The soft shadow edges hide objectionable aliasing artifacts that are noticeable with ordinary shadow maps.
They use silhouette maps, in which each texel stores a point on a silhouette edge and hence serves as a piecewise-linear approximation to the true shadow silhouette; we use the smoothie buffer, in which each texel stores a depth value and a precomputed alpha value based on the distance from the blocker to the receiver.
people.csail.mit.edu /ericchan/papers/smoothie   (614 words)

  
 Shading Behind Semitransparencies & Soft Shadows
Rendered with no transparency between objects and light with soft shadow.
Rendered with semitransparent object between objects and light with soft shadow.
The first shows a standard render of objects illuminated by a single light with a soft shadow.
www.mvpny.com /TrannyShadeProblem.html   (55 words)

  
 Citations: Generating soft shadows with a depth buffer algorithm - Brotman, Badler (ResearchIndex)   (Site not responding. Last check: 2007-10-20)
These hard shadows are averaged in order to produce a soft shadow.
The cost of computing the shadows is proportional to the number of point sources used.
The shadow polygons are rendered into a data structure stored at the z buffer locations.
citeseer.lcs.mit.edu /context/300716/0   (871 words)

  
 3dspline.com - Soft Shadows Tutorial   (Site not responding. Last check: 2007-10-20)
The shadow is quite grainy looking, to change that, go to the "Area Shadows" tab in the omni light, and change the values of the Shadow Integrity, and Shadow Quality.
JPEG compression is lowering the quality of the shadow a bit over the net, but you can clearly see a vast improvement over the default shadow settings when you up the integrity and quality together.
To change the "blurriness" of the shadows, you need to change the size of the area light.
www.3dspline.com /Tutorials/softshadows/softshadow.htm   (569 words)

  
 Shadow Rendering Home Page
Abstract: In shadow volume rendering, the shadow volume silhouette edges are used to create primitives that model the shadow volume.
Tomas Akenine-Möller and Ulf Assarsson, ``Approximate Soft Shadows on Arbitrary Surfaces using Penumbra Wedges,'' 13th Eurographics Workshop on Rendering 2002, pp.
Full source code of soft shadow volume algorithm in DirectX, coded by Michael Dougherty and Michael Mounier.
graphics.cs.lth.se /research/shadows   (783 words)

  
 Fast Soft Shadows - Herf, Heckbert (ResearchIndex)   (Site not responding. Last check: 2007-10-20)
Abstract: Presented is a new algorithm to generate soft shadows.
Many shadow-generation algorithms have addressed the problem of quickly rendering the shadows which result from point light sources, as evidenced by the sharp, hard-edged outlines that are common in computer graphics.
To find the shadows cast on a particular polygon P, with respect to a light source L, all other polygons in the scene are projected on...
citeseer.ist.psu.edu /herf96fast.html   (347 words)

  
 Single Sample Soft Shadows using Depth Maps - Brabec, Seidel (ResearchIndex)   (Site not responding. Last check: 2007-10-20)
Abstract: In this paper we propose a new method for rendering soft shadows at interactive frame rates.
Since the algorithm operates on sampled representation of the scene, the shadow computation does not directly depend on the scene...
During shadow calculation, after transforming a point into light space, they search the neighborhood of the transformed point in the...
citeseer.ist.psu.edu /brabec02single.html   (579 words)

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