Lance Williams, Casting curved shadows on curved surfaces
Proceedings of the 5th annual conference on Computer graphics and interactive
techniques, p.270-274, August 23-25, 1978
ABSTRACT
Shadowing has historically been used to increase the intelligibility of scenes
in electron microscopy and aerial survey. Various methods have been published
for the determination of shadows in computer synthesized scenes. The display
of shadows may make the shape and relative position of objects in such scenes
more comprehensible; it is a technique lending vividness and realism to computer
animation. To date, algorithms for the determination of shadows have been restricted
to scenes constructed of planar polygons. A simple algorithm is described which
utilizes Z-buffer visible surface computation to display shadows cast by objects
modelled of smooth surface patches. The method can be applied to all environments,
in fact, for which visible surfaces can be computed. The cost of determining
the shadows associated with each light source is roughly twice the cost of rendering
the scene without shadows, plus a fixed transformation overhead which depends
on the image resolution. No extra entities are added to the scene description
in the shadowing process. This comprehensive algorithm, which permits curved
shadows to be cast on curved surfaces, is contrasted with a less costly method
for casting the shadows of the environment on a single ground plane. In order
to attain good results, the discrete nature of the visible-surface computations
must be treated with care. The effects of dither, interpolation, and geometric
quantization at different stages of the shadowing algorithm are examined. The
special problems posed by self-shadowing surfaces are described.