Rendering antialiased shadows with depth maps
SIGGRAPH '87 Proceedings of the 14th 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
Shadow volume reconstruction from depth maps
ACM Transactions on Graphics (TOG)
Efficient image-based methods for rendering soft shadows
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Approximate soft shadows on arbitrary surfaces using penumbra wedges
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
IEEE Computer Graphics and Applications
Soft Shadow Maps for Linear Lights
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Casting curved shadows on curved surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
Soft Shadow Maps for Area Light by Area Approximation
PG '02 Proceedings of the 10th Pacific Conference on Computer Graphics and Applications
ACM SIGGRAPH 2003 Papers
Cg: a system for programming graphics hardware in a C-like language
ACM SIGGRAPH 2003 Papers
Rendering fake soft shadows with smoothies
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Rapid shadow generation in real-world lighting environments
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Soft shadow volumes for ray tracing
ACM SIGGRAPH 2005 Papers
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In this paper, a new method is described for rendering convincing soft shadows from area light source at interactive frame rates. The method is based on the shadow map algorithm and it fully exploits the parallelism of the programmable graphics pipeline. In the method we sample the area light source using parallel linear segments and compute the light contribution of each segment using a completely new method which gives reasonable simulation for soft shadow generated by tiny scene object. We demonstrate that it can generate detailed soft shadow, while achieving the high frame rates. And our approach offers a number of benefits. E.g., it's easy to be adopted by the projects using shadowing map and there is no extra overhead while the complexity of the scene geometry increases.