Transparency Shadow Maps
Regular shadow maps compute a depth map from the point of light. The shadow
shading language can be used to check the depth of the point in the same view
against the depth stored in the map to figure out if the point is in the shadow
or not. Unfortunately, regular shadow maps store only depth. So it is not
possible include semi-transparent objects in the shadow. Transparency Shadow
Maps (TSM) fix this issue by storing a transparency as a function of depth for
each pixel. They allow many semi-transparent objects to cast correct shadows.
To compute a TSM you need to use the "tsm"
display driver:
Display "test.tsm" "tsm"
"z" - Compute TSM
Display "test.tif" "file"
"z" - Compute regular shadow map
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