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Real-time, all-frequency shadows in dynamic scenes
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ACM Transactions on Graphics (TOG) archive
Volume 27 ,  Issue 3  (August 2008) table of contents
Proceedings of ACM SIGGRAPH 2008
SESSION: Real time rendering (mostly) table of contents
Article No. 34  
Year of Publication: 2008
ISSN:0730-0301
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Authors
Thomas Annen  MPI Informatik, Germany
Zhao Dong  MPI Informatik, Germany
Tom Mertens  Hasselt University, Belgium
Philippe Bekaert  Hasselt University, Belgium
Hans-Peter Seidel  MPI Informatik, Germany
Jan Kautz  University College London, UK
Publisher
ACM  New York, NY, USA
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ABSTRACT

Shadow computation in dynamic scenes under complex illumination is a challenging problem. Methods based on precomputation provide accurate, real-time solutions, but are hard to extend to dynamic scenes. Specialized approaches for soft shadows can deal with dynamic objects but are not fast enough to handle more than one light source. In this paper, we present a technique for rendering dynamic objects under arbitrary environment illumination, which does not require any precomputation. The key ingredient is a fast, approximate technique for computing soft shadows, which achieves several hundred frames per second for a single light source. This allows for approximating environment illumination with a sparse collection of area light sources and yields real-time frame rates.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

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Annen, T., Mertens, T., Bekaert, P., Seidel, H.-P., and Kautz, J. 2007. Convolution Shadow Maps. In Rendering Techniques 2007 (Proc. of EGSR), 51--60.
 
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Arbree, A., Walter, B., and Bala, K. 2005. Pre-Processing Environment Maps for Dynamic Hardware Shadows. Tech. rep., Dept. of Computer Science, Cornell University.
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Atty, L., Holzschuch, N., Lapierre, M., Hasenfratz, J.-M., Hansen, C., and Sillion, F. 2006. Soft Shadow Maps: Efficient Sampling of Light Source Visibility. Computer Graphics Forum 25, 4.
 
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Brabec, S., and Seidel, H.-P. 2002. Single Sample Soft Shadows Using Depth Maps. In Graphics Interface 2002, 219--228.
 
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Guennebaud, G., Barthe, L., and Paulin, M. 2007. High-Quality Adaptive Soft Shadow Mapping. Computer Graphics Forum (Proc. of Eurographics 2007) 26, 3 (Sept.).
 
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Hasenfratz, J.-M., Lapierre, M., Holzschuch, N., and Sillion, F. 2003. A Survey of Real-Time Soft Shadows Algorithms. Computer Graphics Forum 22, 4, 753--774.
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Kautz, J., Lehtinen, J., and Aila, T. 2004. Hemispherical Rasterization for Self-Shadowing of Dynamic Objects. In Rendering Techniques 2004 (Proc. of EGSR), 179--184.
 
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Lauritzen, A. 2007. Summed-Area Variance Shadow Maps. In GPU Gems 3, H. Nguyen, Ed.
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Schwarz, M., and Stamminger, M. 2007. Bitmask Soft Shadows. Computer Graphics Forum (Proc. of Eurographics 2007) 26, 3 (Sept.), 515--524.
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Collaborative Colleagues:
Thomas Annen: colleagues
Zhao Dong: colleagues
Tom Mertens: colleagues
Philippe Bekaert: colleagues
Hans-Peter Seidel: colleagues
Jan Kautz: colleagues