Bilateral Filtering for Gray and Color Images
ICCV '98 Proceedings of the Sixth International Conference on Computer Vision
Percentage-closer soft shadows
SIGGRAPH '05 ACM SIGGRAPH 2005 Sketches
Proceedings of the Conference on High Performance Graphics 2009
Screen space anisotropic blurred soft shadows
ACM SIGGRAPH 2011 Posters
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We present an algorithm for computing Percentage-Closer Soft Shadows inside a screen-space rendering loop. Our algorithm is faster than traditional soft shadows based on percentage closer filtering, while providing soft shadows of similar visual quality. It combines naturally with a deferred shading pipeline, making it an ideal choice for video games. This algorithm is not only faster, but allows the use of larger shadow maps without dramatically affecting the rendering speed.