Triangle scan conversion using 2D homogeneous coordinates
HWWS '97 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Tiled polygon traversal using half-plane edge functions
HWWS '00 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
A parallel algorithm for polygon rasterization
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Incremental and hierarchical Hilbert order edge equation polygon rasterizatione
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
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
Rendering Optimal Solar Shadows Using Plural Sunlight Depth Buffers
CGI '99 Proceedings of the International Conference on Computer Graphics
Casting curved shadows on curved surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
CGI '04 Proceedings of the Computer Graphics International
RPU: a programmable ray processing unit for realtime ray tracing
ACM SIGGRAPH 2005 Papers
The irregular Z-buffer: Hardware acceleration for irregular data structures
ACM Transactions on Graphics (TOG)
Parallel-split shadow maps for large-scale virtual environments
Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Efficient depth buffer compression
GH '06 Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Resolution-matched shadow maps
ACM Transactions on Graphics (TOG)
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
Warping and partitioning for low error shadow maps
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Fast non-linear projections using graphics hardware
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Larrabee: a many-core x86 architecture for visual computing
ACM SIGGRAPH 2008 papers
Logarithmic perspective shadow maps
ACM Transactions on Graphics (TOG)
ACM SIGGRAPH ASIA 2009 Courses
Depth buffer compression for stochastic motion blur rasterization
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
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Logarithmic shadow maps can deliver the same quality as competing shadow map algorithms with substantially less storage and bandwidth. We show how current GPU architectures can be modified incrementally to support rendering of logarithmic shadow maps at current GPU fill rates. Specifically, we modify the rasterizer to support rendering to a nonuniform grid with the same watertight rasterization properties as current rasterizers. We also describe a depth compression scheme to handle the nonlinear primitives produced by logarithmic rasterization. Our proposed architecture enhancements align with current trends of decreasing cost for on-chip computation relative to off-chip bandwidth and storage. For a modest increase in computation, logarithmic rasterization can greatly reduce shadow map bandwidth and storage costs.