The shadow depth map revisited
Graphics Gems III
Efficient image-based methods for rendering soft shadows
Proceedings of the 27th 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
IEEE Computer Graphics and Applications
Casting curved shadows on curved surfaces
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A geometry-based soft shadow volume algorithm using graphics hardware
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SIBGRAPI '04 Proceedings of the Computer Graphics and Image Processing, XVII Brazilian Symposium
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The irregular Z-buffer: Hardware acceleration for irregular data structures
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Interactive backprojected soft shadows with an occlusion camera shadow map
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Realistic soft shadows by penumbra-wedges blending
GH '06 Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
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Light space perspective shadow maps
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EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
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Hemispherical rasterization for self-shadowing of dynamic objects
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
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
Soft shadows by ray tracing multilayer transparent shadow maps
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Real-time soft shadow mapping by backprojection
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Logarithmic perspective shadow maps
ACM Transactions on Graphics (TOG)
Soft irregular shadow mapping: fast, high-quality, and robust soft shadows
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Research on shadow map based shadow generation
Edutainment'10 Proceedings of the Entertainment for education, and 5th international conference on E-learning and games
The area perspective transform: A homogeneous transform for efficient in-volume queries
ACM Transactions on Graphics (TOG)
Frequency analysis and sheared filtering for shadow light fields of complex occluders
ACM Transactions on Graphics (TOG)
Proceedings of the 2011 SIGGRAPH Asia Conference
Rectilinear texture warping for fast adaptive shadow mapping
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
ACM SIGGRAPH 2012 Courses
Axis-aligned filtering for interactive sampled soft shadows
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
Packet-based hierarchal soft shadow mapping
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
Temporal Coherence Methods in Real-Time Rendering
Computer Graphics Forum
Fast percentage closer soft shadows using temporal coherence
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
ACM SIGGRAPH 2013 Courses
Adaptive depth bias for shadow maps
Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Per-triangle shadow volumes using a view-sample cluster hierarchy
Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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This paper introduces an accurate real-time soft shadow algorithm that uses sample based visibility. Initially, we present a GPU-based alias-free hard shadow map algorithm that typically requires only a single render pass from the light, in contrast to using depth peeling and one pass per layer. For closed objects, we also suppress the need for a bias. The method is extended to soft shadow sampling for an arbitrarily shaped area-/volumetric light source using 128-1024 light samples per screen pixel. The alias-free shadow map guarantees that the visibility is accurately sampled per screen-space pixel, even for arbitrarily shaped (e.g. non-planar) surfaces or solid objects. Another contribution is a smooth coherent shading model to avoid common light leakage near shadow borders due to normal interpolation.