Atmospheric illumination and shadows
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Rendering antialiased shadows with depth maps
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Shadow volume reconstruction from depth maps
ACM Transactions on Graphics (TOG)
Shadow algorithms for computer graphics
SIGGRAPH '77 Proceedings of the 4th annual conference on Computer graphics and interactive techniques
Interactive rendering of atmospheric scattering effects using graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Approximate soft shadows on arbitrary surfaces using penumbra wedges
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Casting curved shadows on curved surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
Graphics programming methods
A practical analytic single scattering model for real time rendering
ACM SIGGRAPH 2005 Papers
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
Imperfect shadow maps for efficient computation of indirect illumination
ACM SIGGRAPH Asia 2008 papers
An analytical approach to single scattering for anisotropic media and light distributions
Proceedings of Graphics Interface 2009
Epipolar sampling for shadows and crepuscular rays in participating media with single scattering
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
Real time volumetric shadows using polygonal light volumes
Proceedings of the Conference on High Performance Graphics
Transmittance function mapping
I3D '11 Symposium on Interactive 3D Graphics and Games
Real-time volumetric shadows using 1D min-max mipmaps
I3D '11 Symposium on Interactive 3D Graphics and Games
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
Importance Sampling Techniques for Path Tracing in Participating Media
Computer Graphics Forum
Progressive Virtual Beam Lights
Computer Graphics Forum
ManyLoDs: parallel many-view level-of-detail selection for real-time global illumination
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
An efficient hybrid shadow rendering algorithm
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Interactive, multiresolution image-space rendering for dynamic area lighting
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Adaptive volumetric shadow maps
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
A closed-form solution to single scattering for general phase functions and light distributions
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
EGWR'01 Proceedings of the 12th Eurographics conference on Rendering
Interactive illumination with coherent shadow maps
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
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Voxelized shadow volumes [Wyman 2011] provide a discretized view-dependent representation of shadow volumes, but are limited to point or directional lights. We extend them to allow dynamic volumetric visibility from area light sources using imperfect shadow volumes. We show a coarser visibility sampling suffices for area lights. Combining this coarser resolution with a parallel shadow volume construction enables interactive rendering of dynamic volumetric shadows from area lights in homogeneous single-scattering media, at under 4x the cost of hard volumetric shadows.