Self-shadowing
≈ 4 min read
Names in other languages
No names in other languages are held for this entry yet.
Article bodies are English and are not machine-translated. A name in another language is not a translation of the article.
Self-Shadowing is a computer graphics lighting effect, used in 3D rendering applications such as computer animation and video games. Self-shadowing allows non-static objects in the environment, such as game characters and interactive objects (buckets, chairs, etc.), to cast shadows on themselves and each other. For example, without self-shadowing, if a character puts their right arm over the left, the right arm will not cast a shadow over the left arm. If that same character places a hand over a ball, that hand will cast a shadow over the ball. One thing that needs to be specified is whether the shadow being cast is dynamic or static. A wall with a shadow on it is a static shadow. The wall is not moving and so its geometric shape is not going to move or change in the scene. A dynamic shadow is something that has its geometry changes within a scene. Self-Shadowing methods have trade-offs between quality and speed depending on the desired result. To keep speed up, some techniques rely on fast and low resolution solutions which could result in wrong looking shadows which may be out of place in a scene. Others require the CPU and GPU to calculate with algorithms the exact location and shape of a shadow with a high level of accuracy. This requires a lot of computational overhead, which older machines could not handle.
Self-Shadowing is a computer graphics lighting effect, used in 3D rendering applications such as computer animation and video games. Self-shadowing allows non-static objects in the environment, such as game characters and interactive objects (buckets, chairs, etc.), to cast shadows on themselves and each other. For example, without self-shadowing, if a character puts their right arm over the left, the right arm will not cast a shadow over the left arm. If that same character places a hand over a ball, that hand will cast a shadow over the ball. One thing that needs to be specified is whether the shadow being cast is dynamic or static. A wall with a shadow on it is a static shadow. The wall is not moving and so its geometric shape is not going to move or change in the scene. A dynamic shadow is something that has its geometry changes within a scene. Self-Shadowing methods have trade-offs between quality and speed depending on the desired result. To keep speed up, some techniques rely on fast and low resolution solutions which could result in wrong looking shadows which may be out of place in a scene. Others require the CPU and GPU to calculate with algorithms the exact location and shape of a shadow with a high level of accuracy. This requires a lot of computational overhead, which older machines could not handle.
See also
Shadow mapping Shadow volume Unified lighting and shadowing
References
Text derived from https://en.wikipedia.org/w/index.php?oldid=1360443936 under CC BY-SA 4.0; modifications have been made.