Rendering antialiased shadows with depth maps
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Rendering fur with three dimensional textures
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Display of surfaces from volume data
Display of surfaces from volume data
Computer graphics: principles and practice (2nd ed.)
Computer graphics: principles and practice (2nd ed.)
An introduction to ray tracing
An introduction to ray tracing
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
IEEE Computer Graphics and Applications
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
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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Opacity shadow maps approximate light transmittance inside a complex volume with a set of planar opacity maps. A volume made of standard primitives (points, lines, and polygons) is sliced and rendered with graphics hardware to each opacity map that stores alpha values instead of traditionally used depth values. The alpha values are sampled in the maps enclosing each primitive point and interpolated for shadow computation. The algorithm is memory efficient and extensively exploits existing graphics hardware. The method is suited for generation of self-shadows in discontinuous volumes with explicit geometry, such as foliage, fur, and hairs. Continuous volumes such as clouds and smoke may also benefit from the approach.