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dc.contributor.authorAndersson, M.en_US
dc.contributor.authorHasselgren, J.en_US
dc.contributor.authorMunkberg, J.en_US
dc.contributor.authorAkenine‐Möller, T.en_US
dc.contributor.editorDeussen, Oliver and Zhang, Hao (Richard)en_US
dc.date.accessioned2016-01-25T14:31:26Z
dc.date.available2016-01-25T14:31:26Z
dc.date.issued2015en_US
dc.identifier.urihttp://dx.doi.org/10.1111/cgf.12664en_US
dc.description.abstractGiven a stochastic shadow map rendered with motion blur, our goal is to render an image from the eye with motion‐blurred shadows with as little noise as possible. We use a layered approach in the shadow map and reproject samples along the average motion vector, and then perform lookups in this representation. Our results include substantially improved shadow quality compared to previous work and a fast graphics processing unit (GPU) implementation. In addition, we devise a set of scenes that are designed to bring out and show problematic cases for motion‐blurred shadows. These scenes have difficult occlusion characteristics, and may be used in future research on this topic.An octopus in motion casting a complex motion‐blurred shadow rendered by our algorithm. With the same input samples, our algorithm has significantly less noise compared to time‐dependent shadow maps (TSM). At equal time, the noise level is still largely reduced. The animated octopus mesh is taken from the Alembic source distribution.en_US
dc.publisherCopyright © 2015 The Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectshadow algorithmsen_US
dc.subjectrenderingen_US
dc.subjectI.3.7 [Computer Graphics]: Three‐Dimensional Graphics and Realism—Colouren_US
dc.subjectshadingen_US
dc.subjectshadowing and textureen_US
dc.titleFiltered Stochastic Shadow Mapping Using a Layered Approachen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.sectionheadersArticlesen_US
dc.description.volume34en_US
dc.description.number8en_US
dc.identifier.doi10.1111/cgf.12664en_US


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