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Real-time soft shadows in dynamic scenes using spherical harmonic exponentiation

Published: 01 July 2006 Publication History

Abstract

Previous methods for soft shadows numerically integrate over many light directions at each receiver point, testing blocker visibility in each direction. We introduce a method for real-time soft shadows in dynamic scenes illuminated by large, low-frequency light sources where such integration is impractical. Our method operates on vectors representing low-frequency visibility of blockers in the spherical harmonic basis. Blocking geometry is modeled as a set of spheres; relatively few spheres capture the low-frequency blocking effect of complicated geometry. At each receiver point, we compute the product of visibility vectors for these blocker spheres as seen from the point. Instead of computing an expensive SH product per blocker as in previous work, we perform inexpensive vector sums to accumulate the log of blocker visibility. SH exponentiation then yields the product visibility vector over all blockers. We show how the SH exponentiation required can be approximated accurately and efficiently for low-order SH, accelerating previous CPU-based methods by a factor of 10 or more, depending on blocker complexity, and allowing real-time GPU implementation.

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Published In

cover image ACM Transactions on Graphics
ACM Transactions on Graphics  Volume 25, Issue 3
July 2006
742 pages
ISSN:0730-0301
EISSN:1557-7368
DOI:10.1145/1141911
Issue’s Table of Contents
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 01 July 2006
Published in TOG Volume 25, Issue 3

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Author Tags

  1. Volterra series
  2. ambient occlusion
  3. lighting environment

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  • (2022)Controllable Shadow Generation Using Pixel Height MapsComputer Vision – ECCV 202210.1007/978-3-031-20050-2_15(240-256)Online publication date: 28-Oct-2022
  • (2020)Analytic spherical harmonic gradients for real-time rendering with many polygonal area lightsACM Transactions on Graphics10.1145/3386569.339237339:4(134:1-134:14)Online publication date: 12-Aug-2020
  • (2020)Spherical Gaussian Light‐field Textures for Fast Precomputed Global IlluminationComputer Graphics Forum10.1111/cgf.1391839:2(133-146)Online publication date: 13-Jul-2020
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