ABSTRACT

Shadow mapping is a popular method of rendering shadows for a three-dimensional scene. William’s original Z-buffer shadow mapping algorithm [Williams 78] is for directional light. We need a different method to approach an omnidirectional light. There are two popular ways to approach omnidirectional light: one is cube mapping [Voorhies and Foran 94] and the other is dual-paraboloid mapping [Heidrich and Seidel 98]. In this paper I present a new shadow mapping technique for omnidirectional lights using tetrahedron mapping.