Rendering antialiased shadows with depth maps
SIGGRAPH '87 Proceedings of the 14th 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
Casting curved shadows on curved surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
ACM SIGGRAPH 2003 Papers
Rendering fake soft shadows with smoothies
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Hardware-determined feature edges
Proceedings of the 3rd international symposium on Non-photorealistic animation and rendering
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In this paper, we present an algorithm that renders anti-aliased, soft edged shadows using a modified shadow-mapping approach. Our algorithm adds the silhouette information to the shadow map, thus allowing rendering precise and continuous shadow boundaries. Soft shadows for small spherical light sources are rendered using a variation of the percentage closer filtering algorithm [Reeves 1987]. The critical improvement of our algorithm over previous approaches is that it runs completely on the GPU using only two passes. This includes the silhouette detection step which is done completely in the vertex and pixel shaders using specially generated version of the mesh.