Rendering antialiased shadows with depth maps
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Fast shadows and lighting effects using texture mapping
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
A fast shadow algorithm for area light sources using backprojection
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Fast calculation of soft shadow textures using convolution
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Interactive technical illustration
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Direct illumination with lazy visibility evaluation
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
A parallel algorithm for polygon rasterization
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Shadow algorithms for computer graphics
SIGGRAPH '77 Proceedings of the 4th annual conference on Computer graphics and interactive techniques
Soft planar shadows using plateaus
Journal of Graphics Tools
IEEE Computer Graphics and Applications
Soft Shadow Maps for Linear Lights
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Exact Illumination in Polygonal Environments using Vertex Tracing
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Casting curved shadows on curved surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
A geometry-based soft shadow volume algorithm using graphics hardware
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
MPEG-4 based real-time shadows
Proceedings of the 12th annual ACM international conference on Multimedia
Soft shadow volumes for ray tracing
ACM SIGGRAPH 2005 Papers
Exploitation of human shadow perception for fast shadow rendering
APGV '05 Proceedings of the 2nd symposium on Applied perception in graphics and visualization
Soft shadows from extended light sources with penumbra deep shadow maps
GI '05 Proceedings of Graphics Interface 2005
Realistic soft shadows by penumbra-wedges blending
GH '06 Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Minimizing CPU usage in soft shadow volumes algorithm
Machine Graphics & Vision International Journal
ACM SIGGRAPH ASIA 2009 Courses
A fast trapeziums-based method for soft shadow volumes
PSIVT'06 Proceedings of the First Pacific Rim conference on Advances in Image and Video Technology
An efficient method for rendering detailed soft shadow
Edutainment'06 Proceedings of the First international conference on Technologies for E-Learning and Digital Entertainment
Lazy Visibility Evaluation for Exact Soft Shadows
Computer Graphics Forum
ACM SIGGRAPH 2012 Courses
Fast soft self-shadowing on dynamic height fields
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
Fast global illumination on dynamic height fields
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
Soft shadows by ray tracing multilayer transparent shadow maps
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Imperfect voxelized shadow volumes
Proceedings of the 5th High-Performance Graphics Conference
ACM SIGGRAPH 2013 Courses
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Shadow generation has been subject to serious investigation in computer graphics, and many clever algorithms have been suggested. However, previous algorithms cannot render high quality soft shadows onto arbitrary, animated objects in real time. Pursuing this goal, we present a new soft shadow algorithm that extends the standard shadow volume algorithm by replacing each shadow quadrilateral with a new primitive, called the penumbra wedge. For each silhouette edge as seen from the light source, a penumbra wedge is created that approximately models the penumbra volume that this edge gives rise to. Together the penumbra wedges can render images that often are remarkably close to more precisely rendered soft shadows. Furthermore, our new primitive is designed so that it can be rasterized efficiently. Many real-time algorithms can only use planes as shadow receivers, while ours can handle arbitrary shadow receivers. The proposed algorithm can be of great value to, e.g., 3D computer games, especially since it is highly likely that this algorithm can be implemented on programmable graphics hardware coming out within the next year, and because games often prefer perceptually convincing shadows.