Underwater shadow generation based on GPU

Li Liu*, Lizhuang Ma

*Corresponding author for this work

Research output: Contribution to journalArticlepeer-review

1 Scopus citations

Abstract

Common shadow techniques fail to render the distorted shadow underwater caused by water refraction. We introduce an efficient shadow algorithm for generating underwater shadow, which is implemented on GPU by taking the advantage of its parallelism. By the algorithm, first a shadow map is generated by common shadow techniques. Then the refracted shadow rays from each shadow pixels on the shadow map are determined by a simplified refraction formula that can be evaluated quickly. Finally the underwater shadow map is rendered by approximating the intersection points between shadow rays and underwater terrain based on the continuity of the underwater geometry. Experimental result shows that the algorithm can generate visually plausible underwater shadow in high frame rate, and is suitable for the applications such as 3D games where critical real time performance is demanded.

Original languageEnglish
Pages (from-to)494-498+505
JournalJisuanji Fuzhu Sheji Yu Tuxingxue Xuebao/Journal of Computer-Aided Design and Computer Graphics
Volume20
Issue number4
StatePublished - Apr 2008
Externally publishedYes

Keywords

  • 3D games
  • Computer graphics
  • GPU
  • Shadow
  • Water refraction

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