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
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
Interactive shadow generation in complex environments
ACM SIGGRAPH 2003 Papers
CGI '04 Proceedings of the Computer Graphics International
A hierarchical shadow volume algorithm
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Glift: Generic, efficient, random-access GPU data structures
ACM Transactions on Graphics (TOG)
Parallel-split shadow maps for large-scale virtual environments
Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
Generalized linear perspective shadow map reparameterization
Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
Practical logarithmic shadow maps
ACM SIGGRAPH 2006 Sketches
Anti-aliasing and continuity with trapezoidal shadow maps
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
An efficient hybrid shadow rendering algorithm
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Warping and partitioning for low error shadow maps
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Logarithmic perspective shadow maps
ACM Transactions on Graphics (TOG)
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Shadow mapping has been extensively used for real-time shadow rendering in 3D computer games, though it suffers from the inherent aliasing problems due to its image-based nature. The aliasing errors in shadow mapping consist of perspective aliasing error and projection aliasing error. In this paper, we propose a novel shadow-map reparameterization to reduce perspective aliasing for varying viewer and/or light. This reparameterizing technique keeps the perspective aliasing distribution optimal in possible general cases. Our experiments have shown the enhanced shadow quality using our algorithm in dynamic scenes.