Rendering antialiased shadows with depth maps
SIGGRAPH '87 Proceedings of the 14th 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
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
GI '08 Proceedings of graphics interface 2008
GI '08 Proceedings of graphics interface 2008
Shadow map filtering with Gaussian shadow maps
Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry
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
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Shadow mapping is widely used in computer graphics for efficiently rendering shadows in real-time applications. Shadow maps cannot be filtered as regular textures, thus their limited resolution can cause severe shadow map discretization artifacts in the rendered images. To solve this problem, several techniques have been proposed, including variance shadow maps (VSM) and exponential shadow maps (ESM). However, these techniques introduce different kinds of ''light leaking'' artifacts, which are clearly visible in moderately complex scenes. In this paper we propose a new statistical filtering method that approximates the cumulative distribution function (CDF) of depth values by a Gaussian CDF instead of bounding it with Chebyshev Inequality. This approximation significantly reduces ''light leaks'' and has similar performance and storage requirements compared to the original variance shadow map method. We also show that the combination of this technique with an exponential warp allows us to further reduce the remaining shadowing artifacts from the rendered image.