Shadow mapping or shadowing projection is a process by which shadows are added to 3D computer graphics. This concept was introduced by Lance Williams in 1978, in a paper entitled "Casting curved shadows on curved surfaces." Since then, it has been used both in pre-rendered and realtime scenes in many console and PC games.
Shadows are created by testing whether a pixel is visible from the light source, by comparing the pixel to a z-buffer or depth image of the light source's view, stored in the form of a texture.
If you looked out from a source of light, all the objects you can see would appear in light. Anything behind those objects, however, would be in shadow. This is the basic principle used to create a shadow map. The light's view is rendered, storing the depth of every surface it sees (the shadow map). Next, the regular scene is rendered comparing the depth of every point drawn (as if it were being seen by the light, rather than the eye) to this depth map.
This technique is less accurate than shadow volumes, but the shadow map can be a faster alternative depending on how much fill time is required for either technique in a particular application and therefore may be more suitable to real-time applications. In addition, shadow maps do not require the use of an additional stencil buffer and can be modified to produce shadows with a soft edge. Unlike shadow volumes, however, the accuracy of a shadow map is limited by its resolution.
Rendering a shadowed scene involves two major drawing steps. The first produces the shadow map itself, and the second applies it to the scene. Depending on the implementation (and the number of lights), this may require two or more drawing passes.
The first step renders the scene from the light's point of view. For a point light source, the view should be a perspective projection as wide as its desired angle of effect (it will be a sort of square spotlight). For directional light (e.g., that from the Sun), an orthographic projection should be used.
From this rendering, the depth buffer is extracted and saved.
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A stencil buffer is an extra data buffer, in addition to the color buffer and Z-buffer, found on modern graphics hardware. The buffer is per pixel and works on integer values, usually with a depth of one byte per pixel. The Z-buffer and stencil buffer often share the same area in the RAM of the graphics hardware. In the simplest case, the stencil buffer is used to limit the area of rendering (stenciling). More advanced usage of the stencil buffer makes use of the strong connection between the Z-buffer and the stencil buffer in the rendering pipeline.
Subsurface scattering (SSS), also known as subsurface light transport (SSLT), is a mechanism of light transport in which light that penetrates the surface of a translucent object is scattered by interacting with the material and exits the surface at a different point. The light will generally penetrate the surface and be reflected a number of times at irregular angles inside the material before passing back out of the material at a different angle than it would have had if it had been reflected directly off the surface.
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Explores texture mapping techniques to enhance realism, focusing on color manipulation, reflections, and shadows, with a demonstration of shadow mapping for real-time rendering.
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