Rendering antialiased shadows with depth maps
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th 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
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
IEEE Computer Graphics and Applications
Casting curved shadows on curved surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
Interactive shadow generation in complex environments
ACM SIGGRAPH 2003 Papers
ACM SIGGRAPH 2003 Papers
Second-Depth Shadow Mapping
Journal of Graphics Tools - Special on hardware-accelerated rendering techniques
CGI '04 Proceedings of the Computer Graphics International
Dynamic adaptive shadow maps on graphics hardware
SIGGRAPH '05 ACM SIGGRAPH 2005 Sketches
Light space perspective shadow maps
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Anti-aliasing and continuity with trapezoidal shadow maps
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
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)
Real-Time Illumination of Foliage Using Depth Maps
ICCS '08 Proceedings of the 8th international conference on Computational Science, Part II
Light Space Cascaded Shadow Maps for Large Scale Dynamic Environments
MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
ACM SIGGRAPH ASIA 2009 Courses
Research on shadow map based shadow generation
Edutainment'10 Proceedings of the Entertainment for education, and 5th international conference on E-learning and games
Sample distribution shadow maps
I3D '11 Symposium on Interactive 3D Graphics and Games
Light space cascaded shadow maps algorithm for real time rendering
Journal of Computer Science and Technology - Special issue on natural language processing
Proceedings of the 2011 SIGGRAPH Asia Conference
High-quality shadows with improved paraboloid mapping
ISVC'11 Proceedings of the 7th international conference on Advances in visual computing - Volume Part I
Hardware instancing for real-time realistic forest rendering
SIGGRAPH Asia 2011 Sketches
Rectilinear texture warping for fast adaptive shadow mapping
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Real-time Realistic Rendering and Lighting of Forests
Computer Graphics Forum
ACM SIGGRAPH 2012 Courses
Advanced authoring tools for game-based training
SCSC '09 Proceedings of the 2009 Summer Computer Simulation Conference
Camera space volumetric shadows
Proceedings of the Digital Production Symposium
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
Packet-based hierarchal soft shadow mapping
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
ICEC'07 Proceedings of the 6th international conference on Entertainment Computing
Proceedings of the 19th ACM Symposium on Virtual Reality Software and Technology
ACM SIGGRAPH 2013 Courses
Digital storytelling within virtual environments: "the battle of thermopylae"
Transactions on Edutainment IX
Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Per-triangle shadow volumes using a view-sample cluster hierarchy
Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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Shadowing effects dramatically enhance the realism of virtual environments by providing useful visual cues. Shadow mapping is an efficient algorithm for real-time shadow rendering, which is extensively adopted in real-time applications by its generality and efficiency. However, shadow mapping usually suffers from the inherent aliasing errors due to the image-based nature. In this paper, we present the Parallel-Split Shadow Maps (PSSMs) scheme, which splits the view frustum into different parts by using the planes parallel to the view plane and then generates multiple smaller shadow maps for the split parts. A fast and robust split strategy based on the analysis of shadow map aliasing has been proposed, which produces a moderate aliasing distribution over the whole depth range. By applying the geometry approximation procedure to each of the split parts instead of the whole scene, the tighter bounding shapes of visible objects enhance the utilization of the shadow map resolution. Hardware-acceleration is used to remove the extra rendering passes when synthesizing the scene-shadows. Our approach is intuitive to implement without using complex data structures, with real-time performance for dynamic and large-scale virtual environments.