A method for generating computer graphics with soft shadow effects comprising: identifying with a processor a plurality of vertices in a footprint of a structure in a three-dimensional virtual environment; generating with the processor a concave hull including the plurality of vertices in the footprint of the structure, the generation of the concave hull further comprising: identifying with the processor a first vertex and a second vertex in the plurality of vertices located on a convex hull formed around the plurality of vertices in the footprint; performing with the processor a breadth-first search to identify a third vertex in the plurality of vertices located between the first vertex and the second vertex and not located on the convex hull; and generating with the processor the concave hull including the first vertex, the second vertex, and the third vertex; generating with the processor a soft shadow mesh extending outward from each vertex in the concave hull onto a surface in the three-dimensional virtual environment from a base of the structure; applying with the processor a lighting texture to the soft shadow mesh; and generating with the processor and a display device a depiction of the structure and the soft shadow mesh with the applied lighting texture in the three-dimensional virtual environment. identifying with a processor a plurality of vertices in a footprint of a structure in a three-dimensional virtual environment; generating with the processor a concave hull including the plurality of vertices in the footprint of the structure, the generation of the concave hull further comprising: identifying with the processor a first vertex and a second vertex in the plurality of vertices located on a convex hull formed around the plurality of vertices in the footprint; performing with the processor a breadth-first search to identify a third vertex in the plurality of vertices located between the first vertex and the second vertex and not located on the convex hull; and generating with the processor the concave hull including the first vertex, the second vertex, and the third vertex; generating with the processor a soft shadow mesh extending outward from each vertex in the concave hull onto a surface in the three-dimensional virtual environment from a base of the structure; applying with the processor a lighting texture to the soft shadow mesh; and generating with the processor and a display device a depiction of the structure and the soft shadow mesh with the applied lighting texture in the three-dimensional virtual environment. identifying with the processor a first vertex and a second vertex in the plurality of vertices located on a convex hull formed around the plurality of vertices in the footprint; performing with the processor a breadth-first search to identify a third vertex in the plurality of vertices located between the first vertex and the second vertex and not located on the convex hull; and generating with the processor the concave hull including the first vertex, the second vertex, and the third vertex; generating with the processor a soft shadow mesh extending outward from each vertex in the concave hull onto a surface in the three-dimensional virtual environment from a base of the structure; applying with the processor a lighting texture to the soft shadow mesh; and generating with the processor and a display device a depiction of the structure and the soft shadow mesh with the applied lighting texture in the three-dimensional virtual environment. <EOS>