self-shadowing
Sign in to saveSelf-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.
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Article
9 sectionsContents
- Techniques
- Height Field Self-Shadowing
- 3D Hair
- Shadow volume
- Shadow Maps
- Radiosity Normal Mapping
- History
- See also
- References
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.