Rendering antialiased shadows with depth maps
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
View-dependent refinement of progressive meshes
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
View-dependent simplification of arbitrary polygonal environments
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Level of Detail for 3D Graphics
Level of Detail for 3D Graphics
A geometry-based soft shadow volume algorithm using graphics hardware
ACM SIGGRAPH 2003 Papers
ACM SIGGRAPH 2006 Papers
Real-time soft shadows with cone culling
ACM SIGGRAPH 2006 Sketches
Percentage-closer soft shadows
SIGGRAPH '05 ACM SIGGRAPH 2005 Sketches
Pixel-correct shadow maps with temporal reprojection and shadow test confidence
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Real-time soft shadow mapping by backprojection
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Real-Time Soft Shadows Using Temporal Coherence
ISVC '09 Proceedings of the 5th International Symposium on Advances in Visual Computing: Part II
ACM SIGGRAPH ASIA 2009 Courses
Packet-based hierarchal soft shadow mapping
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
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Recently, several soft shadow mapping algorithms have been introduced which extract micro-occluders from a shadow map and backproject them on the light source to approximately determine light visibility. To maintain real-time frame rates, these algorithms often have to resort to coarser levels of a multi-resolution shadow map representation which can lead to visible quality degradations. In particular, discontinuity artifacts can appear when having to use different shadow map levels across pixels. In this paper, we discuss several aspects of soft shadow quality. First, we motivate and propose a scheme that allows for varying soft shadow quality in screen-space in a visually smooth way and also for its adaptation based on local features like assigned importance. Second, we suggest a generalization of micropatches which yields a better occluder geometry approximation at coarser shadow map levels, thus helping to reduce occluder overestimation. Third, we introduce a new hybrid acceleration structure for pruning the search space of potential micro-occluders that enables employing finer shadow map levels and hence increasing quality. Finally, we address multisampled rendering and suggest a simple scheme for interpolating light visibility that only adds a negligible cost compared to single-sample rendering.