Rendering antialiased shadows with depth maps
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Hierarchical Z-buffer visibility
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
A model of visual masking for computer graphics
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Real-time rendering
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
IEEE Computer Graphics and Applications
Perceiving Spatial Relationships in Computer-Generated Images
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
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
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Local illumination environments for direct lighting acceleration
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Approximate soft shadows on arbitrary surfaces using penumbra wedges
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Forward area light map projection
Proceedings of the 2nd international conference on Computer graphics, virtual Reality, visualisation and interaction in Africa
An optimized soft shadow volume algorithm with real-time performance
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Interactive shadow generation in complex environments
ACM SIGGRAPH 2003 Papers
A geometry-based soft shadow volume algorithm using graphics hardware
ACM SIGGRAPH 2003 Papers
ACM SIGGRAPH 2003 Papers
Penumbra maps: approximate soft shadows in real-time
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
Shadow Generation Using Discretized Shadow Volume in Angular Coordinates
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Journal of Graphics Tools - Special on hardware-accelerated rendering techniques
Multi-channel train visual simulation system based on PC cluster
VRCAI '04 Proceedings of the 2004 ACM SIGGRAPH international conference on Virtual Reality continuum and its applications in industry
A Method to Generate Soft Shadows Using a Layered Depth Image and Warping
IEEE Transactions on Visualization and Computer Graphics
Soft shadows from extended light sources with penumbra deep shadow maps
GI '05 Proceedings of Graphics Interface 2005
The irregular Z-buffer: Hardware acceleration for irregular data structures
ACM Transactions on Graphics (TOG)
Interactive image-space techniques for approximating caustics
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
Glift: Generic, efficient, random-access GPU 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
Generalized linear perspective shadow map reparameterization
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
Proceedings of the 2007 symposium on Interactive 3D graphics and games
GI '07 Proceedings of Graphics Interface 2007
Practical logarithmic rasterization for low-error shadow maps
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Accelerating real-time shading with reverse reprojection caching
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Realistic soft shadows by penumbra-wedges blending
GH '06 Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Resolution-matched shadow maps
ACM Transactions on Graphics (TOG)
Proceedings of the 2008 symposium on Interactive 3D graphics and games
GI '08 Proceedings of graphics interface 2008
PROCAMS '08 Proceedings of the 5th ACM/IEEE International Workshop on Projector camera systems
Advanced virtual texture topics
ACM SIGGRAPH 2008 Games
Logarithmic perspective shadow maps
ACM Transactions on Graphics (TOG)
Real-Time Illumination of Foliage Using Depth Maps
ICCS '08 Proceedings of the 8th international conference on Computational Science, Part II
Light Space Cascaded Shadow Maps for Large Scale Dynamic Environments
MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
Bilateral Filtered Shadow Maps
ISVC '09 Proceedings of the 5th International Symposium on Advances in Visual Computing: Part II
Research on shadow map based shadow generation
Edutainment'10 Proceedings of the Entertainment for education, and 5th international conference on E-learning and games
Sample distribution shadow maps
I3D '11 Symposium on Interactive 3D Graphics and Games
Light space cascaded shadow maps algorithm for real time rendering
Journal of Computer Science and Technology - Special issue on natural language processing
High-quality shadows with improved paraboloid mapping
ISVC'11 Proceedings of the 7th international conference on Advances in visual computing - Volume Part I
GPU-Based soft shadow rendering using non-linear pre-computed radiance transfer approximation
VSMM'06 Proceedings of the 12th international conference on Interactive Technologies and Sociotechnical Systems
Rectilinear texture warping for fast adaptive shadow mapping
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
Camera space volumetric shadows
Proceedings of the Digital Production Symposium
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
Pixel-correct shadow maps with temporal reprojection and shadow test confidence
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Compressed random-access trees for spatially coherent data
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Warping and partitioning for low error shadow maps
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Real-time soft shadow mapping by backprojection
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
ICEC'07 Proceedings of the 6th international conference on Entertainment Computing
Proceedings of the 19th ACM Symposium on Virtual Reality Software and Technology
Efficient virtual shadow maps for many lights
Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Adaptive depth bias for shadow maps
Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Hi-index | 0.01 |
Shadow maps provide a fast and convenient method of identifying shadows in scenes but can introduce aliasing. This paper introduces the Adaptive Shadow Map (ASM) as a solution to this problem. An ASM removes aliasing by resolving pixel size mismatches between the eye view and the light source view. It achieves this goal by storing the light source view (i.e., the shadow map for the light source) as a hierarchical grid structure as opposed to the conventional flat structure. As pixels are transformed from the eye view to the light source view, the ASM is refined to create higher-resolution pieces of the shadow map when needed. This is done by evaluating the contributions of shadow map pixels to the overall image quality. The improvement process is view-driven, progressive, and confined to a user-specifiable memory footprint. We show that ASMs enable dramatic improvements in shadow quality while maintaining interactive rates.