摘要 |
A soft shadow cast by an area light source (10) is rendered using a depth map computed for the light source (10). To determine the amount of shadow at a given shading point (30), a renderer uses the location and depth value of pixels in the depth map to compute an amount of the area of the light source occluded by occluding objects (25) represented by the depth map. In another embodiment, the renderer uses the depth map to estimate a non~occluded area of the light source (10). Thereafter, the renderer determines the amount of light occlusion at a given shading point (30) using the computed occluded and/or non-occluded area.
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