Rendering antialiased shadows with depth maps
SIGGRAPH '87 Proceedings of the 14th 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
GI '08 Proceedings of graphics interface 2008
Light space perspective shadow maps
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Anti-aliasing and continuity with trapezoidal shadow maps
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Technical Section: Smooth shadow boundaries with exponentially warped Gaussian filtering
Computers and Graphics
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Shadow mapping is a technique, widely used in computer graphics, for efficiently calculating shadows in real-time applications. However, shadows created with this technique can not be filtered as regular textures, causing severe aliasing. To solve this problem, several techniques based on statistical analysis, including variance shadow maps and exponential shadow maps, have been introduced by other authors in the past. However these techniques introduce different kinds of "light leaking" artifacts, which are clearly visible in moderately complex scenes. In this paper we propose a new statistical filtering method which approximates the cumulative distribution function (CDF) of depths by a Gaussian CDF instead of bounding it with Chebyshev Inequality. This approximation significantly reduces "light bleeding" artifacts, keeping the same performance and spatial cost as the original variance shadow maps.