Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
A Model for Volume Lighting and Modeling
IEEE Transactions on Visualization and Computer Graphics
Casting curved shadows on curved surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
GPU-accelerated deep shadow maps for direct volume rendering
GH '06 Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Real-time approximate sorting for self shadowing and transparency in hair rendering
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Real-time, all-frequency shadows in dynamic scenes
ACM SIGGRAPH 2008 papers
Hair self shadowing and transparency depth ordering using occupancy maps
Proceedings of the 2009 symposium on Interactive 3D graphics and games
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Transmittance function mapping
I3D '11 Symposium on Interactive 3D Graphics and Games
Colored stochastic shadow maps
I3D '11 Symposium on Interactive 3D Graphics and Games
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
Making faces: Eve Online's new portrait rendering
ACM SIGGRAPH 2011 Talks
SIGGRAPH Asia 2011 Sketches
Volume-aware extinction mapping
ACM SIGGRAPH 2012 Talks
Depth-presorted triangle lists
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Bringing transmittance function maps to the screen: Wrath of the Titans and Prometheus
Proceedings of the Digital Production Symposium
Adaptive volumetric shadow maps
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Imperfect voxelized shadow volumes
Proceedings of the 5th High-Performance Graphics Conference
Instant convolution shadows for volumetric detail mapping
ACM Transactions on Graphics (TOG)
Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Mass-dependent integral curves in unsteady vector fields
EuroVis '13 Proceedings of the 15th Eurographics Conference on Visualization
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Whilst the Deep Shadow Maps algorithm for accelerating the rendering of volumetric shadows is a fitting solution for offline applications, it can consume an unbounded amount of memory and is difficult to map well to current graphics hardware. For these reasons alternative methods have been proposed for interactive applications based on the idea of accumulating opacity from volume primitives in depth-based buckets or slices. However, these slice-based methods can introduce objectionable and unstable slice-like artefacts due to undersampling of the depth range, and often many slices are required to overcome these artefacts. Further refinements have been proposed to address this, but they constrain the generality of the algorithm, for example by mandating an assumption of uniform opacity or by dropping support for pre-filtering. We introduce a novel algorithm called Fourier Opacity Mapping (FOM) and we show that it is a good choice for rendering artefact-free pre-filtered volumetric shadows in cases where spatial opacity variations are smooth (e.g. smoke, gas and low-opacity hair). We also show how the algorithm can be generalised to other orthonormal bases.