Shadow Idea

Started by
7 comments, last by robirt 20 years, 11 months ago
I have been thinking about this for a while and I think it may be a good method for realistic soft shadows, but maybe im missing something about the theory that wouldnt allow this to work. My idea is that instead of rendering the shadows on the binary stencil buffer, you can use a buffer to hold the values of the brightness of the light. With this i think you could get soft shadows as well as lower the number of passes of rendering the scene, since you can render all the lights brightnesses and thne render the scene once. well, what do you guys think?
Rodger
Advertisement
and how do you determine which pixels are covered by shadows?

they use the stencil buffer cause they can use this stencilfunc to deside which to render there or not
http://www.8ung.at/basiror/theironcross.html
if there is a shadow, the brightness would be 0. so it would be black...
Rodger
It looks like atennuation lightning, in the way you describe you get no ligth, where the light can''t reach.
But shadows, are when the light can reach the object, but other object is in the path, and blocks the light. Stencil shadows model this behavior.
well, i think i didnt describe my idea well enough. Maybe i dont understand the theory enough. i will read up on it myself and figure out if it works and if so, i will write a good description of it.
Rodger
You would need many alpha blending stages, if you want to get soft shadows with this method, so it is slow.

Height Map Editor | Eternal Lands | Fast User Directory
http://www.ce.chalmers.se/staff/tomasm/soft/
3-rd paper.
ok, besides for the soft shadows, what about just using it to eliminate the number of passes that you need to render all the geometry.
Rodger

You still have to render all the geometry once per light, though. How else can you get those light values in your buffer?

This topic is closed to new replies.

Advertisement