The evolution of video cards allowed computer graphics to support more and more complex real-time 3D applications (virtual reality programs, computer games). Also, it became possible to achieve more realistic visual effects.
One of the most prominent visual features are shadows. A shadow is an area that direct light from a light source cannot reach due to obstruction by a shadow caster object. The shadow appears as dark parts on objects which are in this area. The existence of shadows is too common to not visualize them in a 3D scene. On the other hand shadows provide information about their caster even if we cannot see them, just the shadowed surface.
The basic procedures used in the calculation of shadows result in sharp edged shadows which can only be created by point lightsources. In reality, these are not typical, making soft shadow creation important. These shadows can be created by filtering the stored discrete geometry of shadow casters.
The thesis' goal is a soft shadow algorithm implementation in Direct3D environment. The first half of the thesis presents the basic procedures of shadow computation, and the second part contains the implementation of variance shadow mapping. Finally, the achieved results are evaluated.