Shadow Volumes + Fragment Shaders = soft shadows?

Penumbra wedges are exactly what they say they are, wedges of the penumbra (if you want to know more look it up :). Modifier volumes can tell you if you are in such a wedge, not how deep.
 
Can you guys point me to a paper explaining your understanding of penumbra wedges? I was talking about papers #3 and #4 from here:
http://www.ce.chalmers.se/old/staff/tomasm/soft/

Are you talking about #1? That one's got serious problems in trying to construct the wedges, as adjacent wedges must have identical side planes, and that's hard to enforce with concave geometry. Even concave objects run into problems once wedges from opposite sides overlap (i.e. when the umbra starts to disappear).

Read up on paper #3. It's got a really cool way of determining how much of the light is visible.
 
Was simply talking about the HW-workshop one, had forgotten they used an offscreen buffer and 2 components for determining the depth.
 
Ah, so that is #1. From Eurographics Workshop, right? Check out #3 on the page I linked to above. #1 is a very flaky solution not suitable for general scenes, as stated in #3.
 
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