The shadow depth map revisited
Graphics Gems III
Proceedings of the 28th 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
Second-Depth Shadow Mapping
Reconstructable geometry shadow maps
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
Real-Time Shadows
Sample based visibility for soft shadows using alias-free shadow maps
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Light space perspective shadow maps
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Imperfect voxelized shadow volumes
ACM SIGGRAPH 2013 Talks
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Shadow aliasing due to limited storage precision has been plaguing discrete shadowing algorithms for decades. We present a simple method to eliminate false self-shadowing through adaptive depth bias. Unlike existing methods which simply set the weight of the bias based on surface slope or utilize the second nearest surface, we evaluate the bound of bias for each fragment and compute the optimal bias within the bound. Our method introduces small overhead, preserves more shadow details than widely used constant bias and slope scale bias and works for common 2D shadow maps as well as 3D binary shadow volumes.