摘要 |
A real-time method for rendering soft shadows from lighting environments on dynamic height fields provides for self-shadowing by computing a horizon map for set azimuthal directions with a multiple resolution pyramid on the height field. The multiple resolution pyramid comprises more levels than power of two levels. Visibility is represented by an order-4 spherical harmonic (SH) basis. The method is local, parallel and substantially performance independent of geometric content, and may allow for soft shadows to be rendered in a computer game, for example.
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