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AGPX

Shadow ray issue

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Hi, I have a problem with my shadow rays. When my ray-tracer found an intersection (primary ray) then I shoot shadow ray from intersection point to the light source. To avoid self-shadowing of the intersected triangle I skip that triangle during "shadow traversal". This work. The problem is that some other very near triangle can shadow the intersected point. I can fix this problem pushing out a bit my shadow ray origin along the triangle normal. But how much I must push it? A certain constant work well for a scene but is bad for another (depend on scale of scene). How I can compute the optimal amount? Or there are other methods to avoid this problem? Thanks in advance.

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Guest Anonymous Poster
flag the polygon that you hit. when you check for polygons
opn your way to the light. skip the marked polygon.

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Anon, AGPX said he is doing that.

AGPX: Your solution of using a theta value for this kind of error tolerance, AFAIK, is the standard solution. As for "how far do I push it out," trial-and-error is probably the only solution.

If anyone has a better solution, I'm sure thry'll post it, though.

Edited by - TerranFury on September 27, 2001 1:06:16 PM

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