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dc.contributor.authorYang, Baoguangen_US
dc.contributor.authorFeng, Jieqingen_US
dc.contributor.authorGuennebaud, Gaelen_US
dc.contributor.authorLiu, Xinguoen_US
dc.date.accessioned2015-02-23T14:56:05Z
dc.date.available2015-02-23T14:56:05Z
dc.date.issued2009en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2009.01489.xen_US
dc.description.abstractRecent soft shadow mapping techniques based on back-projection can render high quality soft shadows in real time. However, real time high quality rendering of large penumbrae is still challenging, especially when multilayer shadow maps are used to reduce single light sample silhouette artifact. In this paper, we present an efficient algorithm to attack this problem. We first present a GPU-friendly packet-based approach rendering a packet of neighboring pixels together to amortize the cost of computing visibility factors. Then, we propose a hierarchical technique to quickly locate the contour edges, further reducing the computation cost. At last, we suggest a multi-view shadow map approach to reduce the single light sample artifact. We also demonstrate its higher image quality and higher efficiency compared to the existing depth peeling approaches.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titlePacket-based Hierarchal Soft Shadow Mappingen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume28en_US
dc.description.number4en_US
dc.identifier.doi10.1111/j.1467-8659.2009.01489.xen_US
dc.identifier.pages1121-1130en_US


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