Rendering antialiased shadows with depth maps
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)
Proceedings of the 29th 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
ACM SIGGRAPH 2003 Papers
The irregular Z-buffer: Hardware acceleration for irregular data structures
ACM Transactions on Graphics (TOG)
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Parallel-split shadow maps for large-scale virtual environments
Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
Reconstructable geometry shadow maps
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Sample distribution shadow maps
I3D '11 Symposium on Interactive 3D Graphics and Games
Proceedings of the 2011 SIGGRAPH Asia Conference
Real-Time Shadows
Rectilinear texture warping for fast adaptive shadow mapping
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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
Anti-aliasing and continuity with trapezoidal shadow maps
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
An efficient hybrid shadow rendering algorithm
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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The limited resolution of shadow maps (SM) may result in erroneous shadowing, yielding artificially jagged edges and temporally crawling shadows even using perspective optimization techniques. We introduce Sub-Pixel Shadow Maps (SPSM) for real-time shadow-mapping with sub-pixel precision. Our technique is based on the storage of a fixed-size partial representation of the scene geometry using conservative rasterization, combined with an original reconstruction of shadow edges. With only a small computational overhead our method avoids both perspective and projection aliasing. SPSM reconstructs shadow boundaries with thin details and high temporal consistency even using low resolution shadow maps. Our solution can also be used in conjunction with perspective optimization techniques where temporal and projection aliasing is hardly addressed. SPSM can particularly be used in demanding application such as games and real time rendering engines.