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dc.contributor.authorAnnen, Thomasen_US
dc.contributor.authorMertens, Tomen_US
dc.contributor.authorBekaert, Philippeen_US
dc.contributor.authorSeidel, Hans-Peteren_US
dc.contributor.authorKautz, Janen_US
dc.contributor.editorJan Kautz and Sumanta Pattanaiken_US
dc.date.accessioned2014-01-27T15:09:04Z
dc.date.available2014-01-27T15:09:04Z
dc.date.issued2007en_US
dc.identifier.isbn978-3-905673-52-4en_US
dc.identifier.issn1727-3463en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGWR/EGSR07/051-060en_US
dc.description.abstractWe present Convolution Shadow Maps, a novel shadow representation that affords efficient arbitrary linear filtering of shadows. Traditional shadow mapping is inherently non-linear w.r.t. the stored depth values, due to the binary shadow test. We linearize the problem by approximating shadow test as a weighted summation of basis terms. We demonstrate the usefulness of this representation, and show that hardware-accelerated anti-aliasing techniques, such as tri-linear filtering, can be applied naturally to Convolution Shadow Maps. Our approach can be implemented very efficiently in current generation graphics hardware, and offers real-time frame rates.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Picture/Image Generation Bitmap and Frame Buffer Operations; I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism Color, Shading, Shadowing and Textureen_US
dc.titleConvolution Shadow Mapsen_US
dc.description.seriesinformationRendering Techniquesen_US


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