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dc.contributor.authorSintorn, Eriken_US
dc.contributor.authorEisemann, Elmaren_US
dc.contributor.authorAssarsson, Ulfen_US
dc.date.accessioned2015-02-21T17:06:29Z
dc.date.available2015-02-21T17:06:29Z
dc.date.issued2008en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2008.01267.xen_US
dc.description.abstractThis 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.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titleSample Based Visibility for Soft Shadows using Alias-free Shadow Mapsen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume27en_US
dc.description.number4en_US
dc.identifier.doi10.1111/j.1467-8659.2008.01267.xen_US
dc.identifier.pages1285-1292en_US


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