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dc.contributor.authorYang, Baoguangen_US
dc.contributor.authorDong, Zhaoen_US
dc.contributor.authorFeng, Jieqingen_US
dc.contributor.authorSeidel, Hans-Peteren_US
dc.contributor.authorKautz, Janen_US
dc.date.accessioned2015-02-23T17:37:03Z
dc.date.available2015-02-23T17:37:03Z
dc.date.issued2010en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2010.01800.xen_US
dc.description.abstractWe 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.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titleVariance Soft Shadow Mappingen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume29en_US
dc.description.number7en_US
dc.identifier.doi10.1111/j.1467-8659.2010.01800.xen_US
dc.identifier.pages2127-2134en_US


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  • 29-Issue 7
    Pacific Graphics 2010 - Special Issue

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