Real-Time Soft Shadow Generating in Three-Dimensional Scene
For the sake of improving the third dimension of 3D scenes, we analyze the existent real-time shadow generating algorithms, and improve the Chan’s smoothie soft shadow algorithm, make it based on shadow map, and treat with both the inner and outer penumbra. It not only effectively resolves the problems such as some algorithms can not cast shadow on itself and some are too complex, it also solves the aliasing problems of shadow mapping, and it meet the requirements of real-time in more complex scene. At last, the algorithm is emulated with DirectX, and the experimental results show the feasibility of the algorithm.
Shengyi Li, Yingchun Liu, Rongbo Zhu, Hongguang Li, Wensi Ding
L. Xiao et al., "Real-Time Soft Shadow Generating in Three-Dimensional Scene", Applied Mechanics and Materials, Vols. 34-35, pp. 217-221, 2010