Rendering fur with three dimensional textures
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Communications of the ACM
Shadow algorithms for computer graphics
SIGGRAPH '77 Proceedings of the 4th annual conference on Computer graphics and interactive techniques
Transparency and Antialiasing Algorithms Implemented with the Virtual Pixel Maps Technique
IEEE Computer Graphics and Applications
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Casting curved shadows on curved surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
Light scattering from human hair fibers
ACM SIGGRAPH 2003 Papers
GPU-accelerated deep shadow maps for direct volume rendering
GH '06 Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Fast parallel GPU-sorting using a hybrid algorithm
Journal of Parallel and Distributed Computing
Hair self shadowing and transparency depth ordering using occupancy maps
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Beyond programmable shading (parts I and II)
ACM SIGGRAPH 2009 Courses
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Interactive hair rendering under environment lighting
ACM SIGGRAPH 2010 papers
Technical Section: Rendering fur directly into images
Computers and Graphics
Interactive hair rendering and appearance editing under environment lighting
Proceedings of the 2011 SIGGRAPH Asia Conference
A framework for rendering complex scattering effects on hair
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Depth-presorted triangle lists
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
High-quality curve rendering using line sampled visibility
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
k+-buffer: fragment synchronized k-buffer
Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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When rendering materials represented by high frequency geometry such as hair, smoke or clouds, standard shadow mapping or shadow volume algorithms fail to produce good self shadowing results due to aliasing. Moreover, in all of the aforementioned examples, properly approximating self shadowing is crucial to getting realistic results. To cope with this problem, opacity shadow maps have been used. I.e., an opacity function is rendered into a set of slices parallel to the light-plane. The original Opacity Shadow Map technique [Kim and Neumann 2001] requires the geometry to be rendered once for each slice, making it impossible to render complex geometry into a large set of slices in real time. In this paper we present a method for sorting n line primitives into s number of sub-sets, where the primitives of one set occupy a single slice, in O(nlog(s)), making it possible to render hair into opacity maps in linear time. It is also shown how the same method can be used to roughly sort the geometry in back-to-front order for alpha blending, to allow for transparency. Finally, we present a way of rendering self shadowed geometry using a single 2D opacity map, thereby reducing the memory usage significantly.