Rendering antialiased shadows with depth maps
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th 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
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Parallel-split shadow maps for large-scale virtual environments
Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Resolution-matched shadow maps
ACM Transactions on Graphics (TOG)
GI '08 Proceedings of graphics interface 2008
Gpu gems 3
Logarithmic perspective shadow maps
ACM Transactions on Graphics (TOG)
Light space perspective shadow maps
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
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Owing to its generality and efficiency, Cascaded Shadow Maps (CSMs) has an important role in real-time shadow rendering in large scale and complex virtual environments. However, CSMs suffers from redundant rendering problem - objects are rendered undesirably to different shadow map textures when view direction and light direction are not perpendicular. In this paper, we present a light space cascaded shadow maps algorithm. The algorithm splits, a scene into non-intersecting layers in light space, and generates one shadow map for each layer through irregular frustum clipping and scene organization, ensuring that any shadow sample point never appears in multiple shadow maps. A succinct shadow determination method is given to choose the optimal shadow map when rendering scenes. We also combine the algorithm with stable cascaded shadow maps and soft shadow algorithm to avoid shadow flicking and produce soft shadows. The results show that the algorithm effectively improves the efficiency and shadow quality of CSMs by avoiding redundant rendering, and can produce high-quality shadow rendering in large scale dynamic environments with real-time performance.