dc.contributor.author | Annen, Thomas | en_US |
dc.contributor.author | Mertens, Tom | en_US |
dc.contributor.author | Bekaert, Philippe | en_US |
dc.contributor.author | Seidel, Hans-Peter | en_US |
dc.contributor.author | Kautz, Jan | en_US |
dc.contributor.editor | Jan Kautz and Sumanta Pattanaik | en_US |
dc.date.accessioned | 2014-01-27T15:09:04Z | |
dc.date.available | 2014-01-27T15:09:04Z | |
dc.date.issued | 2007 | en_US |
dc.identifier.isbn | 978-3-905673-52-4 | en_US |
dc.identifier.issn | 1727-3463 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/EGWR/EGSR07/051-060 | en_US |
dc.description.abstract | We 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.publisher | The Eurographics Association | en_US |
dc.subject | Categories 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 Texture | en_US |
dc.title | Convolution Shadow Maps | en_US |
dc.description.seriesinformation | Rendering Techniques | en_US |