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Advanced Stencil Shadow and Penumbral Wedge Rendering
Price $5.95
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SKU GDC-05-070
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Description
Advanced Stencil Shadow and Penumbral Wedge Rendering,
3910

Programming, Lecture

Eric Lengyel
Lead Programmer, Terathon Software
The stencil shadow algorithm has established itself as one of the mainstream shadow rendering techniques, and it robustly generates very accurate geometry-derived shadows. However, the resulting hard-edged shadow boundaries are becoming less acceptable as hardware rendering power increases and global lighting becomes more realistic. This session reviews advanced implementation techniques of the stencil shadow algorithm and focuses on the relatively new method of penumbral wedge rendering used to generate soft-edged shadows. Light sources in games have conventionally been treated as infinitesimally small points, but the penumbral wedge algorithm can be used to create accurate soft shadows cast by lights having finite areas. The penumbral wedge algorithm is an extension of the stencil shadow technique, and heavily optimized implementations have recently been developed. This session presents all of the relevant mathematics and pixel shader details necessary for soft shadow rendering in real time.

Attendees learn the advanced mathematical and programming details of dynamic soft shadow rendering using optimized implementations of the penumbral wedge algorithm. Example code presented during the session can be directly applied to existing stencil shadow volume engines, extending their rendering capabilities so that they can model area light sources.

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