Atmospheric illumination and shadows
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Shadow volume reconstruction from depth maps
ACM Transactions on Graphics (TOG)
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Interactive rendering of atmospheric scattering effects using graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Real-time light-atmosphere interactions for outdoor scenes
Graphics programming methods
Real-time Voxelization for Complex Polygonal Models
PG '04 Proceedings of the Computer Graphics and Applications, 12th Pacific Conference
A practical analytic single scattering model for real time rendering
ACM SIGGRAPH 2005 Papers
Fast scene voxelization and applications
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Maximum mipmaps for fast, accurate, and scalable dynamic height field rendering
Proceedings of the 2008 symposium on Interactive 3D graphics and games
An analytical approach to single scattering for anisotropic media and light distributions
Proceedings of Graphics Interface 2009
Efficient sparse voxel octrees
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Epipolar sampling for shadows and crepuscular rays in participating media with single scattering
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
A hierarchical volumetric shadow algorithm for single scattering
ACM SIGGRAPH Asia 2010 papers
Fast parallel surface and solid voxelization on GPUs
ACM SIGGRAPH Asia 2010 papers
Real time volumetric shadows using polygonal light volumes
Proceedings of the Conference on High Performance Graphics
Real-time volumetric shadows using 1D min-max mipmaps
I3D '11 Symposium on Interactive 3D Graphics and Games
Real-time multiple scattering using light propagation volumes
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Importance Sampling Techniques for Path Tracing in Participating Media
Computer Graphics Forum
Imperfect voxelized shadow volumes
Proceedings of the 5th High-Performance Graphics Conference
Imperfect voxelized shadow volumes
ACM SIGGRAPH 2013 Talks
Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Adaptive depth bias for shadow maps
Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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Efficient shadowing algorithms have been sought for decades, but most shadow research focuses on quickly identifying shadows on surfaces. This paper introduces a novel algorithm to efficiently sample light visibility at points inside a volume. These voxelized shadow volumes (VSVs) extend shadow maps to allow efficient, simultaneous queries of visibility along view rays, or can alternately be seen as a discretized shadow volume. We voxelize the scene into a binary, epipolar-space grid where we apply a fast parallel scan to identify shadowed voxels. Using a view-dependent grid, our GPU implementation looks up 128 visibility samples along any eye ray with a single texture fetch. We demonstrate our algorithm in the context of interactive shadows in homogeneous, single-scattering participating media.