Show simple item record

dc.contributor.authorAila, Timoen_US
dc.contributor.authorLaine, Samulien_US
dc.contributor.editorAlexander Keller and Henrik Wann Jensenen_US
dc.date.accessioned2014-01-27T14:30:24Z
dc.date.available2014-01-27T14:30:24Z
dc.date.issued2004en_US
dc.identifier.isbn3-905673-12-6en_US
dc.identifier.issn1727-3463en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGWR/EGSR04/161-166en_US
dc.description.abstractIn this paper we abandon the regular structure of shadow maps. Instead, we transform the visible pixels P(x, y, z) from screen space to the image plane of a light source P0(x0, y0, z0). The (x0, y0) are then used as sampling points when the geometry is rasterized into the shadow map. This eliminates the resolution issues that have plagued shadow maps for decades, e.g., jagged shadow boundaries. Incorrect self-shadowing is also greatly reduced, and semi-transparent shadow casters and receivers can be supported. A hierarchical software implementation is outlineden_US
dc.publisherThe Eurographics Associationen_US
dc.titleAlias-Free Shadow Mapsen_US
dc.description.seriesinformationEurographics Workshop on Renderingen_US


Files in this item

Thumbnail

This item appears in the following Collection(s)

Show simple item record