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dc.contributor.authorChong, Hamilton Y.en_US
dc.contributor.authorGortler, Steven J.en_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/EGSR04/167-172en_US
dc.description.abstractShadow mapping is a very useful tool for generating shadows in many real-time rendering settings and is even used in some off-line renderers. One of the difficulties when using a shadow map is obtaining a sufficiently dense sampling on shadowed surfaces to minimize shadow aliasing. Endlessly upping the light-image resolution is not always a viable option. In this paper we describe a shadow mapping technique that guarantees, that over a small number of chosen planes of interest (such as a floor and a wall), the shadow map is, in fact, perfectly sampled, ie. for each pixel in the viewer camera, there will be exactly one lixel in the shadow map that samples the exact same geometric point.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleA Lixel for every Pixelen_US
dc.description.seriesinformationEurographics Workshop on Renderingen_US


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