Fast self-shadowing using occluder textures
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A real-time self-shadowing technique is described. State of the art shadowing techniques that utilize modern hardware often require multiple rendering passes and introduce rendering artifacts. Combining separate ideas from earlier techniques which project geometry onto a plane and project imagery onto an object results in a new real-time technique for self-shadowing. This technique allows an artist to construct occluder textures and assign them to shadow planes for a self-shadowed model. Utilizing a graphics processing unit (GPU), a vertex program computes shadowing coordinates in real-time, while a fragment program applies the shading and shadowing in a single rendering pass. The methodology used to create shadow planes and write the vertex and fragment programs is given, as well as the relation to the previous work. This work includes implementing this technique, applying it to a small set of test models, describing the types of models for which the technique is well suited, as well as those for which it is not well suited, and comparing the techniqueÃ¢ÂÂs performance and image quality to other state of the art shadowing techniques. This technique performs as well as other real-time techniques and can reduce rendering artifacts in certain circumstances.
Coleman, Christopher Ryan (2006). Fast self-shadowing using occluder textures. Master's thesis, Texas A&M University. Texas A&M University. Available electronically from