Soft shadows in real time using penumbra...

Reverend said:
... well, not quite yet, in real time that is..

Index page link : http://www.peroxide.dk/tuts_c.shtml

Direct thesis link/PDF : http://www.peroxide.dk/papers/realtimesoftshadows.pdf


Thoughts?
I see that they reference Assarsson and Akenine-Möller's penumbra wedge work. This was quite impressive when they demonstrated it at Graphics Hardware and Siggraph this year. Perhaps even Chalnoth might see that shadow volumes aren't exactly dead :)

Many references in the paper (Blinn, JC's reverse, ...
Actually there may be a patent on the "depth fail" approach....
 
I still much prefer Smoothies (and the many other soft shadowing algorithms that are nearly identical to it) to everything else I've seen. Mainly because it's so damned fast and hides all the aliasing artifacts of shadow maps.

Sure, it's not geometrically correct ("softness" goes out, rather than in), but then no one really cares. :)

[edit]BTW, the pictures at the smoothie site are absolutely horrible :eek: Watch the videos instead (or write your own implementation in a couple of hours...)
 
Has anyone recently tried Penumbra Wedge volumes recently?

I think C4 engine dropped these recently but they had a pretty robust implementation with plenty of
depth testing, scissoring, culling, etc.

Any newer or similar techniques out there?
 
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