Realtime Shadows and Lighting Project Description

The general idea is to investigate the methods of simulating shadows and lighting, and evaluate their use in realtime systems for current mass-consumer level hardware, like the Nvidia's Riva TNT chipset.

Shadows add depth and realism to any graphical application. But in many instances, maintaining a 'realtime' update is more important. What can be added to the experience w/o hopelessly bogging down current hardware? What algorithms are most easily extended to more complex scenes that will enter the realm of 'realtime' in the future?

Methods that look promising for implementation:
Evaluating criteria for shadow methods:
(in order of decreasing importance)

The system used for development and evaluation:

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