dc.contributor.author | Sintorn, Erik | en_US |
dc.contributor.author | Eisemann, Elmar | en_US |
dc.contributor.author | Assarsson, Ulf | en_US |
dc.date.accessioned | 2015-02-21T17:06:29Z | |
dc.date.available | 2015-02-21T17:06:29Z | |
dc.date.issued | 2008 | en_US |
dc.identifier.issn | 1467-8659 | en_US |
dc.identifier.uri | http://dx.doi.org/10.1111/j.1467-8659.2008.01267.x | en_US |
dc.description.abstract | 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. | en_US |
dc.publisher | The Eurographics Association and Blackwell Publishing Ltd | en_US |
dc.title | Sample Based Visibility for Soft Shadows using Alias-free Shadow Maps | en_US |
dc.description.seriesinformation | Computer Graphics Forum | en_US |
dc.description.volume | 27 | en_US |
dc.description.number | 4 | en_US |
dc.identifier.doi | 10.1111/j.1467-8659.2008.01267.x | en_US |
dc.identifier.pages | 1285-1292 | en_US |