Fast computation of shadow boundaries using spatial coherence and backprojections

43Citations
Citations of this article
14Readers
Mendeley users who have this article in their library.
Get full text

Abstract

This paper describes afast, practical algorithm to compute the shadow boundaries in a polyhedral scene illuminated by a polygonal light source. The shadow boundaries divide the faces of the scene into regions such that the structure or "aspect" of the visible area of the light source is constant within each region. The paper also describes a fast, practical algorithm to compute the structure of the visible light source in each region. Both algorithms exploit spatial coherence and are the most efficient yet developed. Given the structure of the visible light sourcein a region, queries of the form "What specific areas of the light source are visible?" can be answered almost instantly from any point in the region. This speeds up by several orders of magnitude the accurate computation of first level diffuse reflections due to an area light source. Furthermore, the shadow boundaries form a good initial decomposition of the scene for global illumination computations.

Cite

CITATION STYLE

APA

Stewart, A. J., & Ghali, S. (1994). Fast computation of shadow boundaries using spatial coherence and backprojections. In Proceedings of the 21st Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 1994 (pp. 231–238). Association for Computing Machinery, Inc. https://doi.org/10.1145/192161.192210

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free