Stochastic sampling in computer graphics
ACM Transactions on Graphics (TOG)
Rendering antialiased shadows with depth maps
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
An efficient ray-polygon intersection
Graphics gems
Random number generation and quasi-Monte Carlo methods
Random number generation and quasi-Monte Carlo methods
Optimally combining sampling techniques for Monte Carlo rendering
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Fast, minimum storage ray-triangle intersection
Journal of Graphics Tools
An efficient representation for irradiance environment maps
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
Approximate soft shadows on arbitrary surfaces using penumbra wedges
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Rendering Optimal Solar Shadows Using Plural Sunlight Depth Buffers
CGI '99 Proceedings of the International Conference on Computer Graphics
Casting curved shadows on curved surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
A geometry-based soft shadow volume algorithm using graphics hardware
ACM SIGGRAPH 2003 Papers
Billboard clouds for extreme model simplification
ACM SIGGRAPH 2003 Papers
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
Percentage-closer soft shadows
SIGGRAPH '05 ACM SIGGRAPH 2005 Sketches
Hardware accelerated ambient occlusion techniques on GPUs
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Non-interleaved deferred shading of interleaved sample patterns
GH '06 Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Real-time, all-frequency shadows in dynamic scenes
ACM SIGGRAPH 2008 papers
Soft irregular shadow mapping: fast, high-quality, and robust soft shadows
Proceedings of the 2009 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'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
Proceedings of the 2011 SIGGRAPH Asia Conference
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Efficiently computing robust soft shadows is a challenging and time consuming task. On the one hand, the quality of image-based shadows is inherently limited by the discrete property of their framework. On the other hand, object-based algorithms do not exhibit such discretization issues but they can only efficiently deal with triangles having a constant transmittance factor. This paper addresses this limitation. We propose a general algorithm for the computation of robust and accurate soft shadows for triangles with a spatially varying transmittance. We then show how this technique can be efficiently included into object-based soft shadow algorithms. This results in unified object-based frameworks for computing robust direct shadows for both standard and perforated triangles in fully animated scenes.