I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Percentage-closer soft shadows
SIGGRAPH '05 ACM SIGGRAPH 2005 Sketches
Accelerating real-time shading with reverse reprojection caching
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Real-time, all-frequency shadows in dynamic scenes
ACM SIGGRAPH 2008 papers
GI '08 Proceedings of graphics interface 2008
Automated reprojection-based pixel shader optimization
ACM SIGGRAPH Asia 2008 papers
An improved shading cache for modern GPUs
Proceedings of the 23rd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
ACM SIGGRAPH Asia 2009 papers
Real-Time Soft Shadows Using Temporal Coherence
ISVC '09 Proceedings of the 5th International Symposium on Advances in Visual Computing: Part II
Real-Time Shadows
SMI 2012: Full A runtime cache for interactive procedural modeling
Computers and Graphics
Frame sequential interpolation for discrete level-of-detail rendering
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Sample based visibility for soft shadows using alias-free shadow maps
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Pixel-correct shadow maps with temporal reprojection and shadow test confidence
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Real-time soft shadow mapping by backprojection
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
ACM SIGGRAPH 2013 Courses
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We propose a novel way to efficiently calculate soft shadows in real-time applications by overcoming the high computational effort involved with the complex corresponding visibility estimation each frame: We exploit the temporal coherence prevalent in typical scene movement, making the estimation of a new shadow value only necessary whenever regions are newly disoccluded due to camera adjustment, or the shadow situation changes due to object movement. By extending the typical shadow mapping algorithm by an additional light-weight buffer for the tracking of dynamic scene objects, we can robustly and efficiently detect all screen space fragments that need to be updated, including not only the moving objects themselves, but also the soft shadows they cast. By applying this strategy to the popular Percentage Closer Soft Shadow algorithm (PCSS), we double rendering performance in scenes with both static and dynamic objects -- as prevalent in various 3D game levels -- while maintaining the visual quality of the original approach.