An Efficient Approximation for Penumbra Shadow

Cover An Efficient Approximation for Penumbra Shadow
An Efficient Approximation for Penumbra Shadow
Ken Perlin
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In this first test scene there is a tall block casting a shadow onto the floor. The light is placed at the front-left-top side of the block. The position of the light has been chosen so as to make the depth values of the different portions of the block vary over a large range as seen from the light, so that the characteristics of our algorithm can be demonstrated clearly.
Figure 8 shows a picture rendered by using the traditional Z-buffer algorithm, where the light is point-type. This picture g
...ives us a good feeling about the geometrical configuration of the test scene, and also can be used to be compared with other pictures of penumbra sha- dows.
We now replace this point light source by a square shaped light source. Fig. 9 to Fig. 11 are generated by using the same light source, but with different depth map structures, which clearly show different shadow effects. Fig. 9. A to Fig. 9. C all use a single depth map, but for each image the projection plane for computing the depth map has been placed at a different distance from the light.


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