Rendering antialiased shadows with depth maps
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Adaptive mesh generation for global diffuse illumination
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
The shadow depth map revisited
Graphics Gems III
Fast shadows and lighting effects using texture mapping
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
View interpolation for image synthesis
SIGGRAPH '93 Proceedings of the 20th 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 computation of shadow boundaries using spatial coherence and backprojections
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Monte Carlo techniques for direct lighting calculations
ACM Transactions on Graphics (TOG)
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
SIGGRAPH '96 ACM SIGGRAPH 96 Visual Proceedings: The art and interdisciplinary programs of SIGGRAPH '96
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Progressive radiance evaluation using directional coherence maps
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Direct illumination with lazy visibility evaluation
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Surfels: surface elements as rendering primitives
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
QSplat: a multiresolution point rendering system for large meshes
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Efficient image-based methods for rendering soft shadows
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
An improved illumination model for shaded display
Communications of the ACM
The randomized z-buffer algorithm: interactive rendering of highly complex scenes
Proceedings of the 28th 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
IEEE Computer Graphics and Applications
Soft Shadow Maps for Linear Lights
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Interactive Sampling and Rendering for Complex and Procedural Geometry
Proceedings of the 12th Eurographics Workshop on Rendering 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
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
PG '02 Proceedings of the 10th Pacific Conference on Computer Graphics and Applications
Hierarchical image-based rendering using texture mapping hardware
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Shadow penumbras for complex objects by depth-dependent filtering of multi-layer depth images
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
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We present a new method for soft shadow visualization. This two-stage approach generates high-quality soft shadow images by projecting sampled surface points, which are kept in a "layered area light map", onto the viewing screen. The layered area light map is created in the preprocessing stage, and is multi-layered in the sense that each map cell keeps the visibility ratio of the area light source with respect to multiple surface points at varying depth. In the forward projection stage, we project the sampled surface points in the layered area light map onto the screen buffer to attenuate a shadowless reference image in order to quickly generate the final image. Dynamic splatting and object surface-based convolution are used in the process to fill "holes" and to smooth out minor artifacts that are caused by insufficient sampling. When a series of images for a given scene are to be produced this forward projection rendering technique is much faster than ray tracing and still results in soft shadows with comparable quality.