ArchitectureComputer ScienceComputer GraphicsReal-time RenderingRendering3D RenderingAmbient LightingLighting ModelsShading ModelsSurface ShadingVisibility ComputationLighting RenderingMemory Footprint ReductionVisibilityVisibility Representation
This paper introduces a new real-time shading model that uses spherical cap intersections to approximate a surface's incident lighting from dynamic area light sources. Our method uses precomputed visibility information for static meshes to compute illumination with approximate high-frequency shadows in a single rendering pass. Because this technique relies on precomputed visibility data, the mesh is assumed to be static at render time. Due to its high efficiency and low memory footprint this method is highly suitable for games.
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Casting curved shadows on curved surfaces
Lance R. Williams · 1978 · 830 citations
Horizon mapping: shadows for bump-mapped surfaces
Nelson Max · The Visual Computer · 1988 · 123 citations
Janne Kontkanen, Samuli Laine · 2005 · 109 citations