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dc.contributor.authorLiktor, Gaboren_US
dc.contributor.authorSpassov, Stanislaven_US
dc.contributor.authorMückl, Gregoren_US
dc.contributor.authorDachsbacher, Carstenen_US
dc.contributor.editorJaakko Lehtinen and Derek Nowrouzezahraien_US
dc.date.accessioned2015-06-23T04:47:26Z
dc.date.available2015-06-23T04:47:26Z
dc.date.issued2015en_US
dc.identifier.urihttp://dx.doi.org/10.1111/cgf.12673en_US
dc.description.abstractIn this paper, we extend the concept of pre-filtered shadow mapping to stochastic rasterization, enabling real-time rendering of soft shadows from planar area lights. Most existing soft shadow mapping methods lose important visibility information by relying on pinhole renderings from an area light source, providing plausible results only for small light sources. Since we sample the entire 4D shadow light field stochastically, we are able to closely approximate shadows of large area lights as well. In order to efficiently reconstruct smooth shadows from this sparse data, we exploit the analogy of soft shadow computation to rendering defocus blur, and introduce a multiplane pre-filtering algorithm. We demonstrate how existing pre-filterable approximations of the visibility function, such as variance shadow mapping, can be extended to four dimensions within our framework.en_US
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectColoren_US
dc.subjectshadingen_US
dc.subjectshadowingen_US
dc.subjectand textureen_US
dc.titleStochastic Soft Shadow Mappingen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.sectionheadersShadowsen_US
dc.description.volume34en_US
dc.description.number4en_US
dc.identifier.doi10.1111/cgf.12673en_US
dc.identifier.pages001-011en_US


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