dc.contributor.author | Yang, Baoguang | en_US |
dc.contributor.author | Dong, Zhao | en_US |
dc.contributor.author | Feng, Jieqing | en_US |
dc.contributor.author | Seidel, Hans-Peter | en_US |
dc.contributor.author | Kautz, Jan | en_US |
dc.date.accessioned | 2015-02-23T17:37:03Z | |
dc.date.available | 2015-02-23T17:37:03Z | |
dc.date.issued | 2010 | en_US |
dc.identifier.issn | 1467-8659 | en_US |
dc.identifier.uri | http://dx.doi.org/10.1111/j.1467-8659.2010.01800.x | en_US |
dc.description.abstract | We present variance soft shadow mapping (VSSM) for rendering plausible soft shadow in real-time. VSSM is based on the theoretical framework of percentage-closer soft shadows (PCSS) and exploits recent advances in variance shadow mapping (VSM). Our new formulation allows for the efficient computation of (average) blocker distances, a common bottleneck in PCSS-based methods. Furthermore, we avoid incorrectly lit pixels commonly encountered in VSM-based methods by appropriately subdividing the filter kernel. We demonstrate that VSSM renders high-quality soft shadows efficiently (usually over 100 fps) for complex scene settings. Its speed is at least one order of magnitude faster than PCSS for large penumbra. | en_US |
dc.publisher | The Eurographics Association and Blackwell Publishing Ltd | en_US |
dc.title | Variance Soft Shadow Mapping | en_US |
dc.description.seriesinformation | Computer Graphics Forum | en_US |
dc.description.volume | 29 | en_US |
dc.description.number | 7 | en_US |
dc.identifier.doi | 10.1111/j.1467-8659.2010.01800.x | en_US |
dc.identifier.pages | 2127-2134 | en_US |