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An overview of the importance of shadows in computer graphics, covering topics such as shadows as a depth cue, soft shadows, shadows in ray tracing, planar shadows, shadow maps, and shadow volumes. The document also discusses the limitations and optimizations of these techniques.
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MIT EECS 6.837, Durand and Cutler
intersection per pointlight source no shadow rays one shadow ray
Caused byextended lightsources
Umbra - source completelyoccluded - Penumbra - Source partially occluded - Fully lit Image removed due to copyright considerations.
Shoot ray from visible point to light source
If blocked, discard light contribution - Optimization? - Stop after first intersection (don’tworry about tmin) - Coherence: remember the previous occluder,and test that object first
projected to the ground plane