Suppose I have a 3D model:
The model is given in the form of vertices, faces (all triangles) and normal vectors. The model may have holes and/or transparent parts.
For an arbitrarily placed light source at infinity, I have to determine:
- [required] which triangles are (partially) shadowed by other triangles
Then, for the partially shadowed triangles:
- [bonus] what fraction of the area of the triangle is shadowed
- [superbonus] come up with a new mesh that describe the shape of the shadows exactly
My final application has to run on headless machines, that is, they have no GPU. Therefore, all the standard things from OpenGL, OpenCL, etc. might not be the best choice.
What is the most efficient algorithm to determine these things, considering this limitation?