| US 7,589,724 B1 | ||
| Successive-convolution-compositing technique for rendering soft shadows | ||
| Gavin S. P. Miller, Los Altos, Calif. (US) | ||
| Assigned to Adobe Systems, Incorporated, San Jose, Calif. (US) | ||
| Filed on Feb. 15, 2006, as Appl. No. 11/355,029. | ||
| Int. Cl. G06T 15/60 (2006.01) | ||
| U.S. Cl. 345—426 | 21 Claims |

| 1. A method for using a successive-convolution technique to render shadows produced by a set of shadowing sprites onto a shadowed
sprite, comprising:
initializing a shadow map; and
iteratively processing each shadowing sprite starting at a furthest shadowing sprite from the shadowed sprite and iterating
through successively nearer shadowing sprites until a nearest shadowing sprite is processed, wherein processing each shadowing
sprite involves,
transforming the shadowing sprite's coverage map to a parametric space of the shadowed sprite,
compositing the transformed shadowing sprite into the shadow map, and
incrementally blurring the resultant shadow map, wherein incrementally blurring the resultant shadow map comprises performing
an incremental convolution which is functionally related to the distance between the shadowing sprite and the next-nearest
shadowing sprite, wherein the initializing, the iterative processing, the transforming, the compositing and the incremental
blurring are executed by a computer processor.
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