Proceedings of the 28th annual conference on Computer graphics and interactive techniques
The irregular Z-buffer: Hardware acceleration for irregular data structures
ACM Transactions on Graphics (TOG)
Parallel-split shadow maps for large-scale virtual environments
Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
Efficient histogram generation using scattering on GPUs
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Resolution-matched shadow maps
ACM Transactions on Graphics (TOG)
Logarithmic perspective shadow maps
Logarithmic perspective shadow maps
GI '08 Proceedings of graphics interface 2008
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Warping and partitioning for low error shadow maps
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Proceedings of the 2011 SIGGRAPH Asia Conference
Rectilinear texture warping for fast adaptive shadow mapping
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Real-time bidirectional path tracing via rasterization
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Advancing dynamic lighting on mobile
ACM SIGGRAPH 2012 Mobile
ACM SIGGRAPH 2012 Courses
Camera space volumetric shadows
Proceedings of the Digital Production Symposium
Efficient visibility masking for crowd rendering with shadows
SIGGRAPH Asia 2012 Posters
Proceedings of the 19th ACM Symposium on Virtual Reality Software and Technology
ACM SIGGRAPH 2013 Courses
Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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This paper introduces Sample Distribution Shadow Maps (SDSMs), a new algorithm for hard and soft-edged shadows that greatly reduces undersampling, oversampling, and geometric aliasing errors compared to other shadow map techniques. SDSMs fall into the space between scene-dependent, variable-performance shadow algorithms and scene-independent, fixed-performance shadow algorithms. They provide a fully automated solution to shadow map aliasing by optimizing the placement and size of a fixed number of Z-partitions using the distribution of the light space samples required by the current frame. SDSMs build on the advantages of current state of the art techniques, including predictable performance and constant memory usage, while removing tedious and ultimately suboptimal parameter tuning. We compare SDSMs to Parallel-Split Shadow Maps (PSSMs, a state of the art Z-partitioning scheme) and show that SDSMs produce higher quality shadows. Finally, we demonstrate that SDSMs outperform PSSMs in a large 2009 game scene at high resolutions, making them suitable for games and other interactive applications.