Rendering antialiased shadows with depth maps
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Pipeline rendering: interaction and realism through hardware-based multi-pass rendering
Pipeline rendering: interaction and realism through hardware-based multi-pass rendering
Shadow volume reconstruction from depth maps
ACM Transactions on Graphics (TOG)
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Real-Time Rendering
Shadow algorithms for computer graphics
SIGGRAPH '77 Proceedings of the 4th annual conference on Computer graphics and interactive techniques
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IEEE Computer Graphics and Applications
Casting curved shadows on curved surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
Photon mapping on programmable graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Interactive shadow generation in complex environments
ACM SIGGRAPH 2003 Papers
ACM SIGGRAPH 2003 Papers
Delay streams for graphics hardware
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Ray tracing on a stream processor
Ray tracing on a stream processor
A hierarchical shadow volume algorithm
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
ZP+: correct Z-pass stencil shadows
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Resolution-matched shadow maps
ACM Transactions on Graphics (TOG)
Logarithmic perspective shadow maps
ACM Transactions on Graphics (TOG)
CAD and Graphics: A new approach for construction and rendering of dynamic light shaft
Computers and Graphics
Research on shadow map based shadow generation
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EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
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
ICEC'07 Proceedings of the 6th international conference on Entertainment Computing
Imperfect voxelized shadow volumes
Proceedings of the 5th High-Performance Graphics Conference
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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We present a hybrid algorithm for rendering hard shadows accurately and efficiently. Our method combines the strengths of shadow maps and shadow volumes. We first use a shadow map to identify the pixels in the image that lie near shadow discontinuities. Then, we perform the shadow-volume computation only at these pixels to ensure accurate shadow edges. This approach simultaneously avoids the edge aliasing artifacts of standard shadow maps and avoids the high fillrate consumption of standard shadow volumes. The algorithm relies on a hardware mechanism for rapidly rejecting non-silhouette pixels during rasterization. Since current graphics hardware does not directly provide this mechanism, we simulate it using available features related to occlusion culling and show that dedicated hardware support requires minimal changes to existing technology.