Shadow generation plays an important role in realistic image synthesis, but with the old algorithms, generation of shadows is quite time-consuming and can't be used in a real-time interactive environment. The authors present a new method to produce the real-time shadows for the point light sources in this paper. The algorithm takes advantage of the fact that in many cases, only a small number of polygons in the complex virtual environment change their shape relative to the lights resulting in a corresponding change to the shadow calculation while most of the polygons remain static relative to the lights. So it is possible to process the static and dynamic objects separately and thus make the number of polygons to be calculated as less as possible. The main idea is to prepocess the static scene with “Tiling” method and decide the precise shadow-relative sets, and then use SVBSP method to calculate the dynamic shadows. All the algorithms in this paper are realized in C++, and run on the microcomputer platform of Intel Pentium Ⅱ 400. The experimental results are satisfactory.