Practical logarithmic rasterization for low-error shadow maps
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Logarithmic perspective shadow maps
ACM Transactions on Graphics (TOG)
ACM SIGGRAPH 2012 Courses
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
Warping and partitioning for low error shadow maps
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
ACM SIGGRAPH 2013 Courses
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We propose a novel method, based on the two-pass z-buffer algorithm, to calculate shadows with sufficient precision and efficiency for rendering a daytime landscape with solar penumbrae.The feature of the proposed method is that the precision of the shadows can be preserved to be superior than that of any visible surface by using the appropriate number of plural shadow buffers; it gives a fairly satisfactory trade-off between computation time and quality of shadows.By using the shadow buffers, before calculating solar illuminance we can divide visible surfaces into three types of fragments, that is, bright regions, umbra regions, and the remaining penumbra regions.Thus, we can efficiently render a daytime landscape with sufficient precision of penumbrae because the algorithm can set the calculation points of solar illuminance variably, with their number depending on the type of region they belong to.