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Adding shadows ofAdding shadows of
objectsobjects
Aravindhan A
Final year CSE | SMIT
About.me/aravindhan
Why shadows?

Make image more realistic

Visual clues as how objects are positioned with
respect to each other
Two methods

Shadows as Texture

Creating shadows with the use of a shadow
buffer
Shadows as Texture

The technique of “painting” shadows as a
texture works for shadows that are cast

On a flat surface by a point light source

Problem is to compute the shape of shadow
that is cast
Computing shape of shadow
Creating shadows with shadow
buffer

This method performs removal of hidden
surfaces

Principle: Any point in a scene that are hidden
from the light source must in shadow
Creating shadows with shadow
buffer

Rendering is done in two stages,
1) Loading the shadow buffer
2) Rendering the scene
Loading the shadow buffer

Shadow buffer calculation is independent of
eye position

Shadow buffer must be recalculated and loaded
whenever the objects move relative to the light
source
Rendering the scene

Each face of the screen is rendered using eye
camera
1) Pseudo depth from the source to point P
2) Index location in shadow buffer
3) Value stored at index location in shadow buffer
Thank you!

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Adding shadows of objects | Computer Graphics

  • 1. Adding shadows ofAdding shadows of objectsobjects Aravindhan A Final year CSE | SMIT About.me/aravindhan
  • 2. Why shadows?  Make image more realistic  Visual clues as how objects are positioned with respect to each other
  • 3.
  • 4. Two methods  Shadows as Texture  Creating shadows with the use of a shadow buffer
  • 5. Shadows as Texture  The technique of “painting” shadows as a texture works for shadows that are cast  On a flat surface by a point light source  Problem is to compute the shape of shadow that is cast
  • 7. Creating shadows with shadow buffer  This method performs removal of hidden surfaces  Principle: Any point in a scene that are hidden from the light source must in shadow
  • 8. Creating shadows with shadow buffer  Rendering is done in two stages, 1) Loading the shadow buffer 2) Rendering the scene
  • 9. Loading the shadow buffer  Shadow buffer calculation is independent of eye position  Shadow buffer must be recalculated and loaded whenever the objects move relative to the light source
  • 10. Rendering the scene  Each face of the screen is rendered using eye camera 1) Pseudo depth from the source to point P 2) Index location in shadow buffer 3) Value stored at index location in shadow buffer
  • 11.