The aim of the thesis is to show how to implement shadows in the WebGPU graphics library. Three methods for real-time shadow generation are described, namely the planar shadow method, the shadow mapping method, and the volumetric shadows method. The implementation uses directional light, and for each method, a solution for point light is presented as well. A great emphasis is placed on the volumetric shadow method, as its implementation differs the most from other graphics libraries. The methods are also compared to each other, based on their speed and accuracy. At the end, there is a discussion about the cases in which individual methods are used.
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