Principles and applications of pencil tracing
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Rendering antialiased shadows with depth maps
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Discontinuity Meshing for Accurate Radiosity
IEEE Computer Graphics and Applications
Fast object-precision shadow generation for area light sources using BSP trees
I3D '92 Proceedings of the 1992 symposium on Interactive 3D graphics
Radiosity and realistic image synthesis
Radiosity and realistic image synthesis
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
Applications of irradiance tensors to the simulation of non-Lambertian phenomena
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Stratified sampling of spherical triangles
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Monte Carlo techniques for direct lighting calculations
ACM Transactions on Graphics (TOG)
The visibility skeleton: a powerful and efficient multi-purpose global visibility tool
Proceedings of the 24th 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
Direct illumination with lazy visibility evaluation
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
The hemi-cube: a radiosity solution for complex environments
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
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
Spatialized normal come hierarchies
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Shadow algorithms for computer graphics
SIGGRAPH '77 Proceedings of the 4th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Approximate soft shadows on arbitrary surfaces using penumbra wedges
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
IEEE Computer Graphics and Applications
Faster Ray Tracing Using Adaptive Grids
IEEE Computer Graphics and Applications
Beam tracing polygonal objects
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
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
An optimized soft shadow volume algorithm with real-time performance
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
A geometry-based soft shadow volume algorithm using graphics hardware
ACM SIGGRAPH 2003 Papers
Combining edges and points for interactive high-quality rendering
ACM SIGGRAPH 2003 Papers
Real-time soft shadows in dynamic scenes using spherical harmonic exponentiation
ACM SIGGRAPH 2006 Papers
Soft irregular shadow mapping: fast, high-quality, and robust soft shadows
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Efficient ray traced soft shadows using multi-frusta tracing
Proceedings of the Conference on High Performance Graphics 2009
ACM SIGGRAPH ASIA 2009 Courses
The area perspective transform: A homogeneous transform for efficient in-volume queries
ACM Transactions on Graphics (TOG)
Frequency analysis and sheared filtering for shadow light fields of complex occluders
ACM Transactions on Graphics (TOG)
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
Axis-aligned filtering for interactive sampled soft shadows
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Sample based visibility for soft shadows using alias-free shadow maps
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Packet-based hierarchal soft shadow mapping
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
A real-time beam tracer with application to exact soft shadows
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Soft shadows by ray tracing multilayer transparent shadow maps
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
High resolution sparse voxel DAGs
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
ACM SIGGRAPH 2013 Courses
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We present a new, fast algorithm for rendering physically-based soft shadows in ray tracing-based renderers. Our method replaces the hundreds of shadow rays commonly used in stochastic ray tracers with a single shadow ray and a local reconstruction of the visibility function. Compared to tracing the shadow rays. our algorithm produces exactly the same image while executing one to two orders of magnitude faster in the test scenes used. Our first contribution is a two-stage method for quickly determining the silhouette edges that overlap an area light source, as seen from the point to be shaded. Secondly, we show that these partial silhouettes of occluders, along with a single shadow ray, are sufficient for reconstructing the visibility function between the point and the light source.