Efficient image-based methods for rendering soft shadows
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Soft shadows from extended light sources with penumbra deep shadow maps
GI '05 Proceedings of Graphics Interface 2005
Implementing the render cache and the edge-and-point image on graphics hardware
GI '06 Proceedings of Graphics Interface 2006
Percentage-closer soft shadows
SIGGRAPH '05 ACM SIGGRAPH 2005 Sketches
Accelerating real-time shading with reverse reprojection caching
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Real-time, all-frequency shadows in dynamic scenes
ACM SIGGRAPH 2008 papers
Quality scalability of soft shadow mapping
GI '08 Proceedings of graphics interface 2008
Pixel-correct shadow maps with temporal reprojection and shadow test confidence
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
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
Exploiting temporal coherence in real-time rendering
ACM SIGGRAPH ASIA 2010 Courses
A new approach for lighting effect rendering
ISVC'10 Proceedings of the 6th international conference on Advances in visual computing - Volume Part III
Image-based bidirectional scene reprojection
Proceedings of the 2011 SIGGRAPH Asia Conference
Temporal Coherence Methods in Real-Time Rendering
Computer Graphics Forum
Fast percentage closer soft shadows using temporal coherence
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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A vast amount of soft shadow map algorithms have been presented in recent years. Most use a single sample hard shadow map together with some clever filtering technique to calculate perceptually or even physically plausible soft shadows. On the other hand there is the class of much slower algorithms that calculate physically correct soft shadows by taking and combining many samples of the light. In this paper we present a new soft shadow method that combines the benefits of these approaches. It samples the light source over multiple frames instead of a single frame, creating only a single shadow map each frame. Where temporal coherence is low we use spatial filtering to estimate additional samples to create correct and very fast soft shadows.