SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Rendering antialiased shadows with depth maps
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
The shadow depth map revisited
Graphics Gems III
On the form factor between two polygons
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Hierarchical Z-buffer visibility
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Efficient algorithms for local and global accessibility shading
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Shadow volume BSP trees for computation of shadows in dynamic scenes
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Fast calculation of soft shadow textures using convolution
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
View-independent environment maps
HWWS '98 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Realistic, hardware-accelerated shading and lighting
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Efficient image-based methods for rendering soft shadows
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Illuminating micro geometry based on precomputed visibility
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
A Reflectance Model for Computer Graphics
ACM Transactions on Graphics (TOG)
Use of the Hough transformation to detect lines and curves in pictures
Communications of the ACM
Radiosity and Global Illumination
Radiosity and Global Illumination
Shadow algorithms for computer graphics
SIGGRAPH '77 Proceedings of the 4th annual conference on Computer graphics and interactive techniques
Fast bilateral filtering for the display of high-dynamic-range images
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Approximate soft shadows on arbitrary surfaces using penumbra wedges
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Soft planar shadows using plateaus
Journal of Graphics Tools
SIGGRAPH '83 Proceedings of the 10th 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
Summed-area tables for texture mapping
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
An optimized soft shadow volume algorithm with real-time performance
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
A geometry-based soft shadow volume algorithm using graphics hardware
ACM SIGGRAPH 2003 Papers
ACM SIGGRAPH 2003 Papers
Penumbra maps: approximate soft shadows in real-time
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Rendering fake soft shadows with smoothies
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Second-Depth Shadow Mapping
Bilateral Filtering for Gray and Color Images
ICCV '98 Proceedings of the Sixth International Conference on Computer Vision
CGI '04 Proceedings of the Computer Graphics International
SIBGRAPI '04 Proceedings of the Computer Graphics and Image Processing, XVII Brazilian Symposium
Occlusion culling and z-fail for soft shadow volume algorithms
The Visual Computer: International Journal of Computer Graphics
Proceedings of the 2005 symposium on Interactive 3D graphics and games
ZP+: correct Z-pass stencil shadows
Proceedings of the 2005 symposium on Interactive 3D graphics and games
A hierarchical shadow volume algorithm
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Silhouette maps for improved texture magnification
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Soft shadow volumes for ray tracing
ACM SIGGRAPH 2005 Papers
Precomputed local radiance transfer for real-time lighting design
ACM SIGGRAPH 2005 Papers
Soft shadows from extended light sources with penumbra deep shadow maps
GI '05 Proceedings of Graphics Interface 2005
The irregular Z-buffer: Hardware acceleration for irregular data structures
ACM Transactions on Graphics (TOG)
Fast scene voxelization and applications
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Glift: Generic, efficient, random-access GPU data structures
ACM Transactions on Graphics (TOG)
Real-time watercolor illustrations of plants using a blurred depth test
Proceedings of the 4th international symposium on Non-photorealistic animation and rendering
Parallel-split shadow maps for large-scale virtual environments
Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
Generalized linear perspective shadow map reparameterization
Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
Ray tracing animated scenes using coherent grid traversal
ACM SIGGRAPH 2006 Papers
Real-time GPU rendering of piecewise algebraic surfaces
ACM SIGGRAPH 2006 Papers
Real-time soft shadows in dynamic scenes using spherical harmonic exponentiation
ACM SIGGRAPH 2006 Papers
Real-time soft shadows with cone culling
ACM SIGGRAPH 2006 Sketches
Utilizing jump flooding in image-based soft shadows
Proceedings of the ACM symposium on Virtual reality software and technology
SIGGRAPH '04 ACM SIGGRAPH 2004 Sketches
Dynamic adaptive shadow maps on graphics hardware
SIGGRAPH '05 ACM SIGGRAPH 2005 Sketches
Percentage-closer soft shadows
SIGGRAPH '05 ACM SIGGRAPH 2005 Sketches
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Proceedings of the 2007 symposium on Interactive 3D graphics and games
GI '07 Proceedings of Graphics Interface 2007
Proceedings of the 5th international symposium on Non-photorealistic animation and rendering
Implicit visibility and antiradiance for interactive global illumination
ACM SIGGRAPH 2007 papers
Practical logarithmic rasterization for low-error shadow maps
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Realistic soft shadows by penumbra-wedges blending
GH '06 Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Non-interleaved deferred shading of interleaved sample patterns
GH '06 Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Resolution-matched shadow maps
ACM Transactions on Graphics (TOG)
Image-Based Proxy Accumulation for Real-Time Soft Global Illumination
PG '07 Proceedings of the 15th Pacific Conference on Computer Graphics and Applications
The Soft Shadow Occlusion Camera
PG '07 Proceedings of the 15th Pacific Conference on Computer Graphics and Applications
Fast non-linear projections using graphics hardware
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Real-time, all-frequency shadows in dynamic scenes
ACM SIGGRAPH 2008 papers
A meshless hierarchical representation for light transport
ACM SIGGRAPH 2008 papers
Logarithmic perspective shadow maps
Logarithmic perspective shadow maps
GI '08 Proceedings of graphics interface 2008
Quality scalability of soft shadow mapping
GI '08 Proceedings of graphics interface 2008
GI '08 Proceedings of graphics interface 2008
Interactive global illumination based on coherent surface shadow maps
GI '08 Proceedings of graphics interface 2008
Logarithmic perspective shadow maps
ACM Transactions on Graphics (TOG)
From obscurances to ambient occlusion: A survey
The Visual Computer: International Journal of Computer Graphics
Soft irregular shadow mapping: fast, high-quality, and robust soft shadows
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Approximating dynamic global illumination in image space
Proceedings of the 2009 symposium on Interactive 3D graphics and games
A fast approximation of the bilateral filter using a signal processing approach
ECCV'06 Proceedings of the 9th European conference on Computer Vision - Volume Part IV
Fast soft self-shadowing on dynamic height fields
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Sample based visibility for soft shadows using alias-free shadow maps
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Light space perspective shadow maps
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Anti-aliasing and continuity with trapezoidal shadow maps
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Hemispherical rasterization for self-shadowing of dynamic objects
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Packet-based hierarchal soft shadow mapping
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
Fast global illumination on dynamic height fields
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
Shadow penumbras for complex objects by depth-dependent filtering of multi-layer depth images
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
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
A real-time beam tracer with application to exact soft shadows
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Soft shadows by ray tracing multilayer transparent shadow maps
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Wavelet radiance transport for interactive indirect lighting
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Warping and partitioning for low error shadow maps
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Real-time soft shadow mapping by backprojection
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Technical Section: Cosine lobes for interactive direct lighting in dynamic scenes
Computers and Graphics
Proceedings of the 2011 SIGGRAPH Asia Conference
Lazy Visibility Evaluation for Exact Soft Shadows
Computer Graphics Forum
Temporal Coherence Methods in Real-Time Rendering
Computer Graphics Forum
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Instant convolution shadows for volumetric detail mapping
ACM Transactions on Graphics (TOG)
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Shadows are crucial for enhancing realism and provide important visual cues. In recent years, many important contributions have been made both for hard shadows and soft shadows. Often spurred by the tremendous increase of computational power and capabilities of graphics hardware, much progress has been made concerning visual quality and speed, making high-quality real-time shadows a reachable goal. But with the growing wealth of available choices, it is particularly dicult to pick the right solution and assess shortcomings. Because currently there is no ultimate approach available, algorithms should be selected in accordance to the context in which shadows are produced. The possibilities range across a wide spectrum; from very approximate but really ecient to slower but accurate, adapted only to smaller or only to larger sources, addressing directional lights or positional lights, or involving GPU- or CPU-heavy computations. This course tries to serve as a guide to better understand limitations and failure cases, advantages and disadvantages, and suitability of the algorithms for dierent application scenarios. We will focus on real-time to interactive solutions but also discuss oine approaches if needed for a better understanding. In the future, we will provide you with more information via the course webpage: http://www.mpi-inf.mpg.de/resources/ShadowCourse/.