Sample Based Visibility for Soft Shadows using Alias-free Shadow Maps
Date
2008Metadata
Show full item recordAbstract
This paper introduces an accurate real-time soft shadow algorithm that uses sample based visibility. Initially, we present a GPU-based alias-free hard shadow map algorithm that typically requires only a single render pass from the light, in contrast to using depth peeling and one pass per layer. For closed objects, we also suppress the need for a bias. The method is extended to soft shadow sampling for an arbitrarily shaped area-/volumetric light source using 128-1024 light samples per screen pixel. The alias-free shadow map guarantees that the visibility is accurately sampled per screen-space pixel, even for arbitrarily shaped (e.g. non-planar) surfaces or solid objects. Another contribution is a smooth coherent shading model to avoid common light leakage near shadow borders due to normal interpolation.
BibTeX
@article {10.1111:j.1467-8659.2008.01267.x,
journal = {Computer Graphics Forum},
title = {{Sample Based Visibility for Soft Shadows using Alias-free Shadow Maps}},
author = {Sintorn, Erik and Eisemann, Elmar and Assarsson, Ulf},
year = {2008},
publisher = {The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {10.1111/j.1467-8659.2008.01267.x}
}
journal = {Computer Graphics Forum},
title = {{Sample Based Visibility for Soft Shadows using Alias-free Shadow Maps}},
author = {Sintorn, Erik and Eisemann, Elmar and Assarsson, Ulf},
year = {2008},
publisher = {The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {10.1111/j.1467-8659.2008.01267.x}
}