Translucent Shadow Maps
Abstract
Shadow maps are a very efficient means to add shadows to arbitrary scenes. In this paper, we introduce Translucent Shadow Maps, an extension to shadow maps which allows very efficient rendering of sub-surface scattering. Translucent Shadow Maps contain depth and incident light information. Sub-surface scattering is computed on-the-fly during rendering by filtering the shadow map neighborhood. This filtering is done efficiently using a hierarchical approach. We describe optimizations for an implementation of Translucent Shadow Maps on contemporary graphics hardware, that can render complex translucent objects with varying light and material properties in real-time.
BibTeX
@inproceedings {10.2312:EGWR:EGWR03:197-201,
booktitle = {Eurographics Workshop on Rendering},
editor = {Philip Dutre and Frank Suykens and Per H. Christensen and Daniel Cohen-Or},
title = {{Translucent Shadow Maps}},
author = {Dachsbacher, Carsten and Stamminger, Marc},
year = {2003},
publisher = {The Eurographics Association},
ISSN = {1727-3463},
ISBN = {3-905673-03-7},
DOI = {10.2312/EGWR/EGWR03/197-201}
}
booktitle = {Eurographics Workshop on Rendering},
editor = {Philip Dutre and Frank Suykens and Per H. Christensen and Daniel Cohen-Or},
title = {{Translucent Shadow Maps}},
author = {Dachsbacher, Carsten and Stamminger, Marc},
year = {2003},
publisher = {The Eurographics Association},
ISSN = {1727-3463},
ISBN = {3-905673-03-7},
DOI = {10.2312/EGWR/EGWR03/197-201}
}