Better Shadows With New AlgorithmDecember 12, 2003Shadows are extremely important in making the graphics in 3D games and Virtual Reality applications seem natural. Soft shadows in real-time applications has largely been an unsolved problem, but now an algorithm is being introduced that will solve the problem and open many possibilities. In his doctoral dissertation, Ulf Assarsson at the Department of Computer Engineering, Chalmers University of Technology in Göteborg, Sweden, presents a newly developed algorithm that can create shadows of a much higher quality than ever before for applications with limited calculation time. What is this good for? Here's how it works The larger the light source is, the more diffuse the transition becomes, and it is therefore highly desirable to be able to simulate these "soft shadows" even for real-time applications that only allow some 20 milliseconds to calculate a whole image, if the goal is to produce 50 images per second. The algorithm solves the problem by utilizing the new programming capacity offered by the latest graphics cards, which are now available even in cheap game cards. Research on soft shadows started in the 1970s. It has come to the fore again in the last two years. What's so special about your algorithm? The technology can also handle shadows from more advanced light sources, like the flames of a fire. The algorithm has thus far attracted the attention of players not only in the game industry like Microsoft XBox but also the film industry, where it can be used in programs for computer-generated special effects. First in Sweden Ulf Assarsson's dissertation was directed by Associate Professor Tomas Akenine-Möller, who played a major role in the work. | |||||||||||||||||||||
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