Rendering antialiased shadows with depth maps
SIGGRAPH '87 Proceedings of the 14th 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
CGI '04 Proceedings of the Computer Graphics International
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
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Logarithmic perspective shadow maps
ACM Transactions on Graphics (TOG)
ACM SIGGRAPH ASIA 2009 Courses
ICEC'07 Proceedings of the 6th international conference on Entertainment Computing
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Shadow mapping is an efficient approach for real-time shadow rendering, but it usually suffers from inherent aliasing artifacts due to the image-based nature. The aliasing errors of shadow mapping can be classified into two categories: perspective aliasing errors and projection aliasing errors. In this paper, we present the Generalized Linear Perspective Reparameterization (GLPR) of shadow maps to reduce perspective aliasing errors. The generalized perspective reparameterization function is formulized first, in which three parameters are taken into account: 1) the cross angle between the view and light direction, 2) the distance from the projection reference point to the near plane in the perspective warping frustum, and 3) the pixel's depth. The distribution of perspective aliasing errors of all currently existing perspective reparamterizations can be uniformly described by this function. Based on this generalized representation, the direction-dependent warping transform is chosen to keep the linear perspective aliasing distribution when the light direction is not perpendicular with the view direction.