Abstract

Volumetric shadows often increase the realism of rendered scenes in computer graphics. Typical volumetric shadows techniques do not provide a smooth transition effect in real-time with conservation on crispness of boundaries. This research presents a new technique for generating high quality volumetric shadows by sampling and interpolation. Contrary to conventional ray marching method, which requires extensive time, this proposed technique adopts downsampling in calculating ray marching. Furthermore, light scattering is computed in High Dynamic Range buffer to generate tone mapping. The bilateral interpolation is used along a view rays to smooth transition of volumetric shadows with respect to preserving-edges. In addition, this technique applied a cube shadow map to create multiple shadows. The contribution of this technique isreducing the number of sample points in evaluating light scattering and then introducing bilateral interpolation to improve volumetric shadows. This contribution is done by removing the inherent deficiencies significantly in shadow maps. This technique allows obtaining soft marvelous volumetric shadows, having a good performance and high quality, which show its potential for interactive applications.

Highlights

  • Rendering realistic volumetric shadows at interactive rates remains an open research issue [1]

  • As in many other fields of computer graphics, the acceleration of the soft volumetric shadows involves a tradeoff between rendering performance and quality enhancement

  • In other words, reducing sample points make the performance of soft volumetric shadows more efficient; this would decrease the quality of appearance

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Summary

Introduction

Rendering realistic volumetric shadows at interactive rates remains an open research issue [1]. In spite of considerable efforts to simulate the volumetric shadows did not yield convincing results until now. The challenge lies in determining the area that is blocked from the light source which increases the complexity of rendering equation. Exclusion this area from rendering equation when evaluating a light scattering may be leads to improve the performance [2] [3]. Determining whether there is any line can be seen directly from a light source for each point of the scene is yet another challenge. Many researches have focused on finding efficient methods for tracing rays that are emitted from a light source would hit sample points along camera rays until up to viewer

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