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A geometry-based soft shadow volume algorithm using graphics hardware
ACM SIGGRAPH 2003 Papers
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Efficient and realistic visualization of cloth
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
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Realistic shading of human skin in real time
AFRIGRAPH '04 Proceedings of the 3rd international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
ZP+: correct Z-pass stencil shadows
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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
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Real-Time Rendering of Realistic Trees in Mixed Reality
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Practical implementation of dual paraboloid shadow maps
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Design and Evaluation of a Real-World Virtual Environment for Architecture and Urban Planning
Presence: Teleoperators and Virtual Environments
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ACM SIGGRAPH 2008 talks
ACM SIGGRAPH 2008 classes
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Pixel-correct shadow maps with temporal reprojection and shadow test confidence
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Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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Shadow maps are probably the most widely used means for the generation of shadows, despite their well known aliasing problems. In this paper we introduce perspective shadow maps, which are generated in normalized device coordinate space, i.e., after perspective transformation. This results in important reduction of shadow map aliasing with almost no overhead. We correctly treat light source transformations and show how to include all objects which cast shadows in the transformed space. Perspective shadow maps can directly replace standard shadow maps for interactive hardware accelerated rendering as well as in high-quality, offline renderers.