Hardware accelerated rendering of CSG and transparency
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
A Model for Volume Lighting and Modeling
IEEE Transactions on Visualization and Computer Graphics
Casting curved shadows on curved surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
Fast scene voxelization and applications
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Area-preserving approximations of polygonal paths
Journal of Discrete Algorithms
Fogshop: Real-Time Design and Rendering of Inhomogeneous, Single-Scattering Media
PG '07 Proceedings of the 15th Pacific Conference on Computer Graphics and Applications
Real-time smoke rendering using compensated ray marching
ACM SIGGRAPH 2008 papers
Hair self shadowing and transparency depth ordering using occupancy maps
Proceedings of the 2009 symposium on Interactive 3D graphics and games
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 self-shadow algorithm for dynamic hair using density clustering
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Real-time concurrent linked list construction on the GPU
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Soft shadows by ray tracing multilayer transparent shadow maps
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
Depth buffer compression for stochastic motion blur rasterization
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
A framework for rendering complex scattering effects on hair
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Approximate Bias Compensation for Rendering Scenes with Heterogeneous Participating Media
Computer Graphics Forum
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
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We introduce adaptive volumetric shadow maps (AVSM), a real-time shadow algorithm that supports high-quality shadowing from dynamic volumetric media such as hair and smoke. The key contribution of AVSM is the introduction of a streaming simplification algorithm that generates an accurate volumetric light attenuation function using a small fixed memory footprint. This compression strategy leads to high performance because the visibility data can remain in on-chip memory during simplification and can be efficiently sampled during rendering. We demonstrate that AVSM compression closely approximates the ground-truth correct solution and performs competitively to existing real-time rendering techniques while providing higher quality volumetric shadows.