SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
SIGGRAPH '96 Proceedings of the 23rd 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
Direct illumination with lazy visibility evaluation
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Radiance interpolants for accelerated bounded-error ray tracing
ACM Transactions on Graphics (TOG)
Dynamically reparameterized light fields
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th 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
Light field mapping: efficient representation and hardware rendering of surface light fields
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Multiple light field rendering
Proceedings of the 1st international conference on Computer graphics and interactive techniques in Australasia and South East Asia
All-frequency shadows using non-linear wavelet lighting approximation
ACM SIGGRAPH 2003 Papers
A geometry-based soft shadow volume algorithm using graphics hardware
ACM SIGGRAPH 2003 Papers
A new reconstruction filter for undersampled light fields
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
A Fourier Theory for Cast Shadows
IEEE Transactions on Pattern Analysis and Machine Intelligence
Fast and detailed approximate global illumination by irradiance decomposition
ACM SIGGRAPH 2005 Papers
A frequency analysis of light transport
ACM SIGGRAPH 2005 Papers
Soft shadow volumes for ray tracing
ACM SIGGRAPH 2005 Papers
Precomputed shadow fields for dynamic scenes
ACM SIGGRAPH 2005 Papers
ACM SIGGRAPH 2006 Papers
A first-order analysis of lighting, shading, and shadows
ACM Transactions on Graphics (TOG)
Display pre-filtering for multi-view video compression
Proceedings of the 15th international conference on Multimedia
Multidimensional adaptive sampling and reconstruction for ray tracing
ACM SIGGRAPH 2008 papers
Real-time, all-frequency shadows in dynamic scenes
ACM SIGGRAPH 2008 papers
Shield fields: modeling and capturing 3D occluders
ACM SIGGRAPH Asia 2008 papers
Soft irregular shadow mapping: fast, high-quality, and robust soft shadows
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Affine double- and triple-product wavelet integrals for rendering
ACM Transactions on Graphics (TOG)
ACM Transactions on Graphics (TOG)
Frequency analysis and sheared reconstruction for rendering motion blur
ACM SIGGRAPH 2009 papers
Proceedings of the Conference on High Performance Graphics 2009
ACM SIGGRAPH Asia 2009 papers
Sample based visibility for soft shadows using alias-free shadow maps
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Packet-based hierarchal soft shadow mapping
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
A real-time beam tracer with application to exact soft shadows
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Temporal light field reconstruction for rendering distribution effects
ACM SIGGRAPH 2011 papers
Adaptive sampling and reconstruction using greedy error minimization
Proceedings of the 2011 SIGGRAPH Asia Conference
Practical filtering for efficient ray-traced directional occlusion
Proceedings of the 2011 SIGGRAPH Asia Conference
Reconstructing the indirect light field for global illumination
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
A theory of monte carlo visibility sampling
ACM Transactions on Graphics (TOG)
Axis-aligned filtering for interactive sampled soft shadows
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
SURE-based optimization for adaptive sampling and reconstruction
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Adaptive rendering with non-local means filtering
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Adaptive image synthesis for compressive displays
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Axis-aligned filtering for interactive physically-based diffuse indirect lighting
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Line segment sampling with blue-noise properties
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
High resolution sparse voxel DAGs
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
5D Covariance tracing for efficient defocus and motion blur
ACM Transactions on Graphics (TOG)
Parallel adaptive sampling and reconstruction using multi-scale and directional analysis
The Visual Computer: International Journal of Computer Graphics
Boosting monte carlo rendering by ray histogram fusion
ACM Transactions on Graphics (TOG)
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Monte Carlo ray tracing of soft shadows produced by area lighting and intricate geometries, such as the shadows through plant leaves or arrays of blockers, is a critical challenge. The final image often has relatively smooth shadow patterns, since it integrates over the light source. However, Monte Carlo rendering exhibits considerable noise even at high sample counts because of the large variance of the integrand due to the intricate shadow function. This article develops an efficient diffuse soft shadow technique for mid to far occluders that relies on a new 4D cache and sheared reconstruction filter. For this, we first derive a frequency analysis of shadows for planar area lights and complex occluders. Our analysis subsumes convolution soft shadows for parallel planes as a special case. It allows us to derive 4D sheared filters that enable lower sampling rates for soft shadows. While previous sheared-reconstruction techniques were able primarily to index samples according to screen position, we need to perform reconstruction at surface receiver points that integrate over vastly different shapes in the reconstruction domain. This is why we develop a new light-field-like 4D data structure to store shadowing values and depth information. Any ray tracing system that shoots shadow rays can easily incorporate our method to greatly reduce sampling rates for diffuse soft shadows.