Dženan Avdić, Dejan Rančić

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This paper presents a technique for rapidly generating and rendering of soft shadows on the scene. The method has the advantage of real-time creating of shadows which look more realistic than hard shadows and have high quality, also it has not high demands in resources. The main idea is to replace a complex light source with a collection of multiple point sources of light in order to decrease rendering time. The mathematic model, experiments, and comparison with similar techniques are given and described.


light source, OpenGL, penumbra, shadow, soft shadow, umbra

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