Calculating shadow from area light sources using a spatially...

Image analysis – Applications – Target tracking or detecting

Reexamination Certificate

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C345S426000

Reexamination Certificate

active

07817823

ABSTRACT:
Shadows from physical lights have a penumbra region, in which the light is only partially hidden from the shadow acceptor. The intensity of light in this region may be calculated using an approximation of the amount of light visible. For example a fragment or pixel shader program execution on a GPU may generate a shadow from a light source using the light intensities for each pixel being rendered. Per-pixel shadow density information may be projected from the shadow caster onto the shadow acceptor. A penumbra map may contain both depth information and light attenuation information for the shadow acceptor. This information may be blurred using a fragment or pixel shader on a GPU to determine an average shadow density for a pixel being rendered.

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