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
ACM SIGGRAPH 2003 Papers
Journal of Graphics Tools - Special on hardware-accelerated rendering techniques
Silhouette maps for improved texture magnification
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
The irregular Z-buffer: Hardware acceleration for irregular 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
Dynamic adaptive shadow maps on graphics hardware
SIGGRAPH '05 ACM SIGGRAPH 2005 Sketches
Percentage-closer soft shadows
SIGGRAPH '05 ACM SIGGRAPH 2005 Sketches
Resolution-matched shadow maps
ACM Transactions on Graphics (TOG)
Logarithmic perspective shadow maps
ACM Transactions on Graphics (TOG)
Sample distribution shadow maps
I3D '11 Symposium on Interactive 3D Graphics and Games
Light space perspective shadow maps
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
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In this paper, a novel algorithm named Distorted Shadow Maps (DSMs) is proposed to generate high-quality hard shadows in real-time. The method focuses on addressing the shadow aliasing caused by different sample distribution between light and camera space. Inspired by the fact that such aliasing occurs in the depth-discontinuous regions of shadow map, in DSMs, a sample redistribution mechanism is designed to enlarge the geometric shadow silhouette regions by shrinking the regions that are completely in light or in shadows. Consequently, more texels in the shadow map are covered by the geometric silhouettes, indicating that silhouettes get more samples. The experimental results show that the jagged edges of hard shadows are reduced by the DSMs algorithm.