Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!sun-barr!olivea!samsung!uakari.primate.wisc.edu!sdd.hp.com!spool.mu.edu!news.cs.indiana.edu!shirley@iuvax.cs.indiana.edu From: shirley@iuvax.cs.indiana.edu (peter shirley) Newsgroups: comp.graphics Subject: Re: Trying to get soft shadows Keywords: ray tracing shadows soft areas lights Message-ID: <1991Mar20.080218.27371@news.cs.indiana.edu> Date: 20 Mar 91 13:01:26 GMT References: <1991Mar20.104448.3681@nntp-server.caltech.edu> Organization: Computer Science, Indiana University Lines: 15 Just like pixel sampling, light source sampling works better is the "random" points are replaced by "quasi-random" points. Quasi-random points can be generated by making sure no two points are too close, or by hand generating them for storage in lookup tables. See the ray tracing book under jittering or Poisson disk sampling for further details. pete shirley@cs.indiana.edu PS- I think you'll have better luck choosing points on the projected area of the light source. Choosing from within the sphere would be correct if the light originated throughout the sphere.