Shadow maps are a very efficient means to add shadows to arbitrary scenes. This paper introduces Translucent Shadow Maps, an extension to shadow maps which allows very efficient rendering of sub-surface scattering (where photons are enter into some medium (e.g., skin or marble), bounces around inside the media, and then exits at some point other than the entry point). Translucent Shadow Maps contain depth and incident light information. The paper describes optimizations Translucent Shadow Maps using OpenGL’s 1.5+ programmable vertex and fragment processing to render complex translucent objects with varying light and material properties in real-time.
Jun 24, 2005 | Category: Developers •