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Light space perspective shadow maps
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EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Warping and partitioning for low error shadow maps
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Logarithmic perspective shadow maps
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Rectilinear texture warping for fast adaptive shadow mapping
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Too little shadow map resolution and resulting undersampling artifacts, perspective and projection aliasing, have long been a fundamental problem of shadowing scenes with shadow mapping. We present a new smart, real-time shadow mapping algorithm that virtually increases the resolution of the shadow map beyond the GPU hardware limit where needed. We first sample the scene from the eye-point on the GPU to get the needed shadow map resolution in different parts of the scene. We then process the resulting data on the CPU and finally arrive at a hierarchical grid structure, which we traverse in kd-tree fashion, shadowing the scene with shadow map tiles where needed. Shadow quality can be traded for speed through an intuitive parameter, with a homogenous quality reduction in the whole scene, down to normal shadow mapping. This allows the algorithm to be used on a wide range of hardware.