Self-shadowing
Encyclopedia
Self-Shadowing is a computer graphics
lighting
effect, used in 3D
rendering
applications such as computer animation
and video games. Self-shadowing allows non-static objects in the environment, such as game character
s and interactive objects (buckets, chairs, etc), to cast shadow
s on themselves and each other. For example, without self-shadowing, if a character puts his or her right arm over the left, the right arm will not cast a shadow over the left arm. If that same character places a hand over a ball
, that hand will not cast a shadow over the ball.
Computer graphics
Computer graphics are graphics created using computers and, more generally, the representation and manipulation of image data by a computer with help from specialized software and hardware....
lighting
Lighting
Lighting or illumination is the deliberate application of light to achieve some practical or aesthetic effect. Lighting includes the use of both artificial light sources such as lamps and light fixtures, as well as natural illumination by capturing daylight...
effect, used in 3D
3D computer graphics
3D computer graphics are graphics that use a three-dimensional representation of geometric data that is stored in the computer for the purposes of performing calculations and rendering 2D images...
rendering
Rendering (computer graphics)
Rendering is the process of generating an image from a model , by means of computer programs. A scene file contains objects in a strictly defined language or data structure; it would contain geometry, viewpoint, texture, lighting, and shading information as a description of the virtual scene...
applications such as computer animation
Computer animation
Computer animation is the process used for generating animated images by using computer graphics. The more general term computer generated imagery encompasses both static scenes and dynamic images, while computer animation only refers to moving images....
and video games. Self-shadowing allows non-static objects in the environment, such as game character
Player character
A player character or playable character is a character in a video game or role playing game who is controlled or controllable by a player, and is typically a protagonist of the story told in the course of the game. A player character is a persona of the player who controls it. Player characters...
s and interactive objects (buckets, chairs, etc), to cast shadow
Shadow
A shadow is an area where direct light from a light source cannot reach due to obstruction by an object. It occupies all of the space behind an opaque object with light in front of it. The cross section of a shadow is a two-dimensional silhouette, or reverse projection of the object blocking the...
s on themselves and each other. For example, without self-shadowing, if a character puts his or her right arm over the left, the right arm will not cast a shadow over the left arm. If that same character places a hand over a ball
Ball
A ball is a round, usually spherical but sometimes ovoid, object with various uses. It is used in ball games, where the play of the game follows the state of the ball as it is hit, kicked or thrown by players. Balls can also be used for simpler activities, such as catch, marbles and juggling...
, that hand will not cast a shadow over the ball.
See also
- Shadow mappingShadow mappingShadow mapping or projective shadowing is a process by which shadows are added to 3D computer graphics. This concept was introduced by Lance Williams in 1978, in a paper entitled "Casting curved shadows on curved surfaces"...
- Shadow volumeShadow volumeShadow volume is a technique used in 3D computer graphics to add shadows to a rendered scene. They were first proposed by Frank Crow in 1977 as the geometry describing the 3D shape of the region occluded from a light source...
- Unified lighting and shadowingUnified lighting and shadowingUnified shadow and lighting is the lighting model used in the Doom 3 game developed by id Software.Previous 3D games like Quake III Arena, used separate lighting models for determining how a light would illuminate a character or a map...