
Hard and Soft Shadows | Shadows and Occlusion | Peachpit
Luckily, there are several options for getting soft, natural-looking raytraced shadows, with most programs supporting several types of area lights, or a light radius parameter to soften shadows from a point light.
Chapter 17. Efficient Soft-Edged Shadows Using Pixel Shader Branching
Recent advances in graphics hardware functionality and performance finally enable us to achieve real-time speeds when rendering soft shadows. This chapter discusses a method for rendering a high-quality approximation to real soft shadows at interactive frame rates.
Soft Shadows at Skyrim Special Edition Nexus - Mods and …
Sep 4, 2022 · About this mod SKSE plugin which dynamically adjusts the look of shadows depending on lighting conditions. Supports SE, AE and VR. Simplified and reworked!
How to rasterize a wedge... What’s a Soft Shadow Volume? The wedge includes all positions from which the edge projects onto (occludes) the light source. p? We don’t have this edge! …
Ray-tracing soft shadows in real-time - Medium
Jan 28, 2020 · Using raytracing we can simulate how light behaves in reality and create photorealistic shadows but the difficult part is doing this in real-time. Using ray-tracing we can achieve pixel-perfect...
Why Are Some Shadows Soft And Other Shadows Hard?
Jul 1, 2017 · This is a quick post on why some shadows have soft edges, and other shadows have hard edges. The picture below looks pretty normal right? Let's zoom into the shadows on the ground: The shadows of the circular platforms on the right are sharp, but get softer as they go to left. Here you can…
2D Lighting with Soft Shadows - Slembcke’s Computational Corner
Aug 9, 2021 · :) It's the best way I currently know of to make extremely fast, GPU accelerated 2D soft shadows while retaining reasonably accurate penumbras. In the next article, I'll document my method for compactly storing 2D light fields to use with normal mapping as …
This sketch presents a new method, called Percentage‐Closer Soft Shadows (PCSS), for generating perceptually accurate soft shadows. Based on shadow mapping [Williams 1978] and percentage‐closer filtering (PCF) [Reeves et al. 1987], PCSS has these key characteristics:
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Soft Shadows
Idea: Choose blur kernel size adaptively But how? Two of these three steps require many shadow map accesses!
Say we want to paint a soft shadow for an image. “Paint” each shadow’s edge, blurring it as its height from the plane increases. Soft shadows, at the cost of finding the silhouette and drawing cones & sheets. Overstated umbrae, penumbrae are not physically correct. Same as Smoothies.... How do we compute this fast with a pixel shader?