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Perspective shadow maps
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Source International Conference on Computer Graphics and Interactive Techniques archive
Proceedings of the 29th annual conference on Computer graphics and interactive techniques table of contents
San Antonio, Texas
SESSION: Shadows, translucency, and visibility table of contents
Pages: 557 - 562  
Year of Publication: 2002
ISBN ~ ISSN:0730-0301 , 1-58113-521-1
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Authors
Marc Stamminger  REVES - INRIA Sophia-Antipolis, France and Bauhaus-Universität, Weimar, Germany
George Drettakis  REVES - INRIA Sophia-Antipolis, France
Sponsor
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 33,   Downloads (12 Months): 163,   Citation Count: 42
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ABSTRACT

Shadow maps are probably the most widely used means for the generation of shadows, despite their well known aliasing problems. In this paper we introduce perspective shadow maps, which are generated in normalized device coordinate space, i.e., after perspective transformation. This results in important reduction of shadow map aliasing with almost no overhead. We correctly treat light source transformations and show how to include all objects which cast shadows in the transformed space. Perspective shadow maps can directly replace standard shadow maps for interactive hardware accelerated rendering as well as in high-quality, offline renderers.


REFERENCES

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nvidia. webpage. http://developer.nvidia.com/view.asp?IO=cedec_shadowmap.
 
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K. Tadamura, X. Qin, G. Jiao, and E. Nakamae. Rendering optimal solar shadows with plural sunlight depth buffers. The Visual Computer, 17(2):76-90, 2001.
 
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S. Upstill. The RenderMan Companion. Addison-Wesley, 1990.
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CITED BY  42
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Collaborative Colleagues:
Marc Stamminger: colleagues
George Drettakis: colleagues

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