Rendering antialiased shadows with depth maps
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
The shadow depth map revisited
Graphics Gems III
An improved illumination model for shaded display
Communications of the ACM
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Shadow algorithms for computer graphics
SIGGRAPH '77 Proceedings of the 4th 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
ACM SIGGRAPH 2003 Papers
Journal of Graphics Tools - Special on hardware-accelerated rendering techniques
CGI '04 Proceedings of the Computer Graphics International
SIBGRAPI '04 Proceedings of the Computer Graphics and Image Processing, XVII Brazilian Symposium
The irregular Z-buffer: Hardware acceleration for irregular data structures
ACM Transactions on Graphics (TOG)
The depth discontinuity occlusion camera
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
Dynamic adaptive shadow maps on graphics hardware
SIGGRAPH '05 ACM SIGGRAPH 2005 Sketches
Proceedings of the 2007 symposium on Interactive 3D graphics and games
GI '07 Proceedings of Graphics Interface 2007
Resolution-matched shadow maps
ACM Transactions on Graphics (TOG)
Fast non-linear projections using graphics hardware
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Indirection mapping for quasi-conformal relief texturing
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Logarithmic perspective shadow maps
ACM Transactions on Graphics (TOG)
The General Pinhole Camera: Effective and Efficient Nonuniform Sampling for Visualization
IEEE Transactions on Visualization and Computer Graphics
Sample distribution shadow maps
I3D '11 Symposium on Interactive 3D Graphics and Games
Real-Time Shadows
Sample based visibility for soft shadows using alias-free shadow maps
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Rendering procedural terrain by geometry image warping
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Light space perspective shadow maps
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
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
ACM SIGGRAPH 2012 Courses
ACM SIGGRAPH 2013 Courses
Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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Conventional shadow mapping relies on uniform sampling for producing hard shadow in an efficient manner. This approach trades image quality in favor of efficiency. A number of approaches improve upon shadow mapping by combining multiple shadow maps or using complex data structures to produce shadow maps with multiple resolutions. By sacrificing some performance, these adaptive methods produce shadows that closely match ground truth. This paper introduces Rectilinear Texture Warping (RTW) for efficiently generating adaptive shadow maps. RTW images combine the advantages of conventional shadow mapping - a single shadow map, quick construction, and constant time pixel shadow tests, with the primary advantage of adaptive techniques - shadow map resolutions which more closely match those requested by output images. RTW images consist of a conventional texture paired with two 1-D warping maps that form a rectilinear grid defining the variation in sampling rate. The quality of shadows produced with RTW shadow maps of standard resolutions, i.e. 2,048×2,048 texture for 1080p output images, approaches that of raytraced results while low overhead permits rendering at hundreds of frames per second.