Light diffusion through clouds and haze
Computer Vision, Graphics, and Image Processing
Atmospheric illumination and shadows
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Rendering antialiased shadows with depth maps
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
The shadow depth map revisited
Graphics Gems III
Fast calculation of soft shadow textures using convolution
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Hierarchical geometric models for visible surface algorithms
Communications of the ACM
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
Interactive rendering of atmospheric scattering effects using graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Approximate soft shadows on arbitrary surfaces using penumbra wedges
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Rendering Optimal Solar Shadows Using Plural Sunlight Depth Buffers
CGI '99 Proceedings of the International Conference on Computer Graphics
Light reflection functions for simulation of clouds and dusty surfaces
SIGGRAPH '82 Proceedings of the 9th 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
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
A geometry-based soft shadow volume algorithm using graphics hardware
ACM SIGGRAPH 2003 Papers
ACM SIGGRAPH 2003 Papers
Second-Depth Shadow Mapping
Graphics programming methods
Robust, geometry-independent shadow volumes
Proceedings of the 2nd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
CGI '04 Proceedings of the Computer Graphics International
Digital photography with flash and no-flash image pairs
ACM SIGGRAPH 2004 Papers
Flash photography enhancement via intrinsic relighting
ACM SIGGRAPH 2004 Papers
A practical analytic single scattering model for real time rendering
ACM SIGGRAPH 2005 Papers
Soft shadow volumes for ray tracing
ACM SIGGRAPH 2005 Papers
The irregular Z-buffer: Hardware acceleration for irregular data structures
ACM Transactions on Graphics (TOG)
Fast scene voxelization and applications
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
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
Percentage-closer soft shadows
SIGGRAPH '05 ACM SIGGRAPH 2005 Sketches
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Proceedings of the 2007 symposium on Interactive 3D graphics and games
GI '07 Proceedings of Graphics Interface 2007
ACM SIGGRAPH 2007 papers
Accelerating real-time shading with reverse reprojection caching
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Anti-aliased and real-time rendering of scenes with light scattering effects
The Visual Computer: International Journal of Computer Graphics
Resolution-matched shadow maps
ACM Transactions on Graphics (TOG)
Reconstructable geometry shadow maps
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Real-time, all-frequency shadows in dynamic scenes
ACM SIGGRAPH 2008 papers
GI '08 Proceedings of graphics interface 2008
GI '08 Proceedings of graphics interface 2008
Image-space horizon-based ambient occlusion
ACM SIGGRAPH 2008 talks
Automated reprojection-based pixel shader optimization
ACM SIGGRAPH Asia 2008 papers
From obscurances to ambient occlusion: A survey
The Visual Computer: International Journal of Computer Graphics
Soft irregular shadow mapping: fast, high-quality, and robust soft shadows
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Approximating dynamic global illumination in image space
Proceedings of the 2009 symposium on Interactive 3D graphics and games
An analytical approach to single scattering for anisotropic media and light distributions
Proceedings of Graphics Interface 2009
SIGGRAPH 2009: Talks
Volumetric Ambient Occlusion for Real-Time Rendering and Games
IEEE Computer Graphics and Applications
Spatio-temporal upsampling on the GPU
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
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
Interactive voxelized epipolar shadow volumes
ACM SIGGRAPH ASIA 2010 Sketches
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
Shadow caster culling for efficient shadow mapping
I3D '11 Symposium on Interactive 3D Graphics and Games
Sample distribution shadow maps
I3D '11 Symposium on Interactive 3D Graphics and Games
Proceedings of the 2011 SIGGRAPH Asia Conference
Real-Time Shadows
Rectilinear texture warping for fast adaptive shadow mapping
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Sample based visibility for soft shadows using alias-free shadow maps
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
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'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
A closed-form solution to single scattering for general phase functions and light distributions
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Pixel-correct shadow maps with temporal reprojection and shadow test confidence
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
A real-time beam tracer with application to exact soft shadows
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Warping and partitioning for low error shadow maps
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Real-time soft shadow mapping by backprojection
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Exponential soft shadow mapping
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
Hi-index | 0.00 |
This course is a resource for applying efficient, real-time shadow algorithms. It builds on a solid foundation (previous courses at SIGGRAPH Asia 2009 and Eurographics 2010, including comprehensive course notes) and the 2011 book Real-Time Shadows (AK Peters) written by four of the presenters. The book is a compendium of many topics in the realm of shadow computation. The course provides an overview of various techniques but moves beyond the basics to practical solutions and game-relevant techniques summarized by a presenter from the production industry. Topics include: the theory behind shadow computation, when physical accuracy can be replaced with plausible shadows, implementation details, and practical issues such as budget considerations and performance trade-offs. Case studies illustrate the techniques behind major game titles and upcoming engines.