Rendering antialiased shadows with depth maps
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Casting curved shadows on curved surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Parallel-split shadow maps for large-scale virtual environments
Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Resolution-matched shadow maps
ACM Transactions on Graphics (TOG)
GI '08 Proceedings of graphics interface 2008
Logarithmic perspective shadow maps
ACM Transactions on Graphics (TOG)
Light space perspective shadow maps
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
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Cascaded shadow maps (CSMs) is an efficient real-time shadow rendering method for large scale dynamic environments. When view direction and light direction are not perpendicular, CSMs unnecessarily render objects to different shadow map textures. This paper presents the light space cascaded shadow maps (LiSCSMs) algorithm to solve CSMs' redundant rendering problem. We propose a light space scene splitting scheme which divides the scene into non-intersecting layers in light space, and a fast shadow map rendering method with irregular frustum clipping and scene organization to generate a shadow map for each layer, ensuring that any shadow sample point never appears in multiple shadow maps. Finally, a succinct shadow determination method is given to produce higher quality shadows when rendering scene. The results show that LiSCSMs effectively improves the efficiency and shadow quality of CSMs by avoiding redundant rendering, and can produce high-quality shadow rendering in large scale dynamic environments with real-time performance.