n n n n
VIEWPOINT
FIGURE 2
L
L
shadow depth map
o
C
occluder
shadow ray
Zn
nearest polygon
P
P
region in shadow
support polygons only?
yes
no
Shadow
Map
Shadow
Volumes
use shadow depth map
no
low parallelism opportunity
and low number of lights?
no
Higher-order surfaces
Point Clouds
Voxels
high scene complexity
,
or ill-formed model, or
need other features
no
use ray tracing
Soft shadows
use shadow volumes
Semitransparency
Complex thin materials
Atmospheric Shadows
Motion blur
Global illumination
October/November 2012
use planar shadow
algorithms
s
ye
Heightfields
10
use ray tracing
s
ye
Hard shadows
Ray
Tracing
s
ye
Feature
shadows on planar
floors only?
s
ye
no
low parallelism opportunity
and low number of lights?
use shadow depth ma
p