IEEE Computer Graphics and Applications
Rendering antialiased shadows with depth maps
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Rendering fur with three dimensional textures
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Display of surfaces from volume data
Display of surfaces from volume data
Consequences of stratified sampling in graphics
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Hierarchical rendering of trees from precomputed multi-layer z-buffers
Proceedings of the eurographics workshop on Rendering techniques '96
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
IEEE Computer Graphics and Applications
SIGGRAPH '83 Proceedings of the 10th 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
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Shadow penumbras for complex objects by depth-dependent filtering of multi-layer depth images
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Photorealistic rendering of knitwear using the lumislice
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Scalable interactive volume rendering using off-the-shelf components
PVG '01 Proceedings of the IEEE 2001 symposium on parallel and large-data visualization and graphics
A practical model for hair mutual interactions
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Interactive multiresolution hair modeling and editing
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Distributed rendering of interactive soft shadows
EGPGV '02 Proceedings of the Fourth Eurographics Workshop on Parallel Graphics and Visualization
Local illumination environments for direct lighting acceleration
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Volumetric shadows using splatting
Proceedings of the conference on Visualization '02
Realistic Rendering and Animation of Knitwear
IEEE Transactions on Visualization and Computer Graphics
Capturing the complexity of hair motion
Graphical Models
Distributed rendering of interactive soft shadows
Parallel Computing - Parallel graphics and visualisation
Shadows and Soft Shadows with Participating Media Using Splatting
IEEE Transactions on Visualization and Computer Graphics
Animating suspended particle explosions
ACM SIGGRAPH 2003 Papers
Light scattering from human hair fibers
ACM SIGGRAPH 2003 Papers
Path integration for light transport in volumes
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Rendering fake soft shadows with smoothies
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Modelling and rendering techniques for African hairstyles
AFRIGRAPH '04 Proceedings of the 3rd international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
A Statistical Wisp Model and Pseudophysical Approaches for Interactive Hairstyle Generation
IEEE Transactions on Visualization and Computer Graphics
Proceedings of the 2005 symposium on Interactive 3D graphics and games
A lighting model for general participating media
Proceedings of the 2005 symposium on Interactive 3D graphics and games
A Method to Generate Soft Shadows Using a Layered Depth Image and Warping
IEEE Transactions on Visualization and Computer Graphics
Lpics: a hybrid hardware-accelerated relighting engine for computer cinematography
ACM SIGGRAPH 2005 Papers
A practical self-shadowing algorithm for interactive hair animation
GI '05 Proceedings of Graphics Interface 2005
Soft shadows from extended light sources with penumbra deep shadow maps
GI '05 Proceedings of Graphics Interface 2005
Fast scene voxelization and applications
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Proceedings of the 4th international symposium on Non-photorealistic animation and rendering
Parallel-split shadow maps for large-scale virtual environments
Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
Simulating multiple scattering in hair using a photon mapping approach
ACM SIGGRAPH 2006 Papers
Interactive landscape visualization using GPU ray casting
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
Shadow map bias cone and improved soft shadows: Disney bonus section
ACM SIGGRAPH 2006 Courses
A self-shadow algorithm for dynamic hair using density clustering
SIGGRAPH '04 ACM SIGGRAPH 2004 Sketches
Rendering hair-like objects with indirect illumination
SIGGRAPH '05 ACM SIGGRAPH 2005 Sketches
A Survey on Hair Modeling: Styling, Simulation, and Rendering
IEEE Transactions on Visualization and Computer Graphics
Light Scattering from Filaments
IEEE Transactions on Visualization and Computer Graphics
Stochastic rasterization using time-continuous triangles
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
ACM SIGGRAPH 2007 courses
Strands and hair: modeling, animation, and rendering
ACM SIGGRAPH 2007 courses
GPU-accelerated deep shadow maps for direct volume rendering
GH '06 Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Interactive rendering of optical effects in wet hair
Proceedings of the 2007 ACM symposium on Virtual reality software and technology
Real-time approximate sorting for self shadowing and transparency in hair rendering
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Interactive multiple anisotropic scattering in clouds
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Dual scattering approximation for fast multiple scattering in hair
ACM SIGGRAPH 2008 papers
A mass spring model for hair simulation
ACM SIGGRAPH 2008 papers
GI '08 Proceedings of graphics interface 2008
Advanced material appearance modeling
ACM SIGGRAPH 2008 classes
Realistic hair simulation: animation and rendering
ACM SIGGRAPH 2008 classes
Hair self shadowing and transparency depth ordering using occupancy maps
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Advanced illumination techniques for GPU volume raycasting
ACM SIGGRAPH ASIA 2008 courses
Digital Modeling of Material Appearance
Digital Modeling of Material Appearance
Advanced illumination techniques for GPU-based volume raycasting
ACM SIGGRAPH 2009 Courses
Advanced material appearance modeling
ACM SIGGRAPH 2009 Courses
Beyond programmable shading (parts I and II)
ACM SIGGRAPH 2009 Courses
Proceedings of the 8th International Conference on Virtual Reality Continuum and its Applications in Industry
ACM SIGGRAPH ASIA 2009 Courses
Interactive fluid-particle simulation using translating Eulerian grids
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
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Interactive hair rendering under environment lighting
ACM SIGGRAPH 2010 papers
Advanced techniques in real-time hair rendering and simulation
ACM SIGGRAPH 2010 Courses
Two-level ray tracing with reordering for highly complex scenes
Proceedings of Graphics Interface 2010
Research on shadow map based shadow generation
Edutainment'10 Proceedings of the Entertainment for education, and 5th international conference on E-learning and games
A comprehensive theory of volumetric radiance estimation using photon points and beams
ACM Transactions on Graphics (TOG)
Analytical motion blur rasterization with compression
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
Colored stochastic shadow maps
I3D '11 Symposium on Interactive 3D Graphics and Games
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
Proceedings of the 2011 SIGGRAPH Asia Conference
Interactive hair rendering and appearance editing under environment lighting
Proceedings of the 2011 SIGGRAPH Asia Conference
Proceedings of the 2011 SIGGRAPH Asia Conference
Decoupled ray-marching of heterogeneous participating media
ACM SIGGRAPH 2011 Talks
SIGGRAPH Asia 2011 Sketches
Optimized framework for real time hair simulation
CGI'06 Proceedings of the 24th international conference on Advances in Computer Graphics
A framework for rendering complex scattering effects on hair
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Antialiased shadow algorithms for game rendering
Edutainment'06 Proceedings of the First international conference on Technologies for E-Learning and Digital Entertainment
An efficient method for rendering detailed soft shadow
Edutainment'06 Proceedings of the First international conference on Technologies for E-Learning and Digital Entertainment
Interactive cloud rendering using temporally-coherent photon mapping
Proceedings of Graphics Interface 2012
Volume-aware extinction mapping
ACM SIGGRAPH 2012 Talks
State of the art in photon density estimation
ACM SIGGRAPH 2012 Courses
Importance Sampling Techniques for Path Tracing in Participating Media
Computer Graphics Forum
High-quality curve rendering using line sampled visibility
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Camera space volumetric shadows
Proceedings of the Digital Production Symposium
Bringing transmittance function maps to the screen: Wrath of the Titans and Prometheus
Proceedings of the Digital Production Symposium
An energy-conserving hair reflectance model
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
A self-shadow algorithm for dynamic hair using density clustering
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
Bixels: picture samples with sharp embedded boundaries
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Practical rendering of multiple scattering effects in participating media
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Adaptive volumetric shadow maps
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
EGWR'01 Proceedings of the 12th Eurographics conference on Rendering
EGWR'01 Proceedings of the 12th Eurographics conference on Rendering
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Soft shadows by ray tracing multilayer transparent shadow maps
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
A novel method for fast and high-quality rendering of hair
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Graphics Interaction: Interactive cloud rendering using temporally coherent photon mapping
Computers and Graphics
DepthArtist: a stereoscopic 3D conversion tool for CG animation
Proceedings of the 9th European Conference on Visual Media Production
Stereo compositing accelerated by quadtree structures in piecewise linear and curvilinear spaces
Proceedings of the Symposium on Digital Production
Instant convolution shadows for volumetric detail mapping
ACM Transactions on Graphics (TOG)
Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Geometry-shader-based real-time voxelization and applications
The Visual Computer: International Journal of Computer Graphics
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We introduce deep shadow maps, a technique that produces fast, high-quality shadows for primitives such as hair, fur, and smoke. Unlike traditional shadow maps, which store a single depth at each pixel, deep shadow maps store a representation of the fractional visibility through a pixel at all possible depths. Deep shadow maps have several advantages. First, they are prefiltered, which allows faster shadow lookups and much smaller memory footprints than regular shadow maps of similar quality. Second, they support shadows from partially transparent surfaces and volumetric objects such as fog. Third, they handle important cases of motion blur at no extra cost. The algorithm is simple to implement and can be added easily to existing renderers as an alternative to ordinary shadow maps.