ACM Home Page
Please provide us with feedback. Feedback
Deep shadow maps
Full text PdfPdf (784 KB)
Source International Conference on Computer Graphics and Interactive Techniques archive
Proceedings of the 27th annual conference on Computer graphics and interactive techniques table of contents
Pages: 385 - 392  
Year of Publication: 2000
ISBN:1-58113-208-5
Authors
Tom Lokovic  Pixar Animation Studios
Eric Veach  Pixar Animation Studios
Sponsor
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM Press/Addison-Wesley Publishing Co.  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 6,   Downloads (12 Months): 106,   Citation Count: 50
Additional Information:

abstract   references   cited by   index terms   collaborative colleagues  

Tools and Actions: Request Permissions Request Permissions    Review this Article  
DOI Bookmark: Use this link to bookmark this Article: http://doi.acm.org/10.1145/344779.344958
What is a DOI?

ABSTRACT

We introduce deep shadow maps, a technique that produces fast, high-quality shadows for primitives such as hair, fur, and smoke. Unlike traditional shadow maps, which store a single depth at each pixel, deep shadow maps store a representation of the fractional visibility through a pixel at all possible depths. Deep shadow maps have several advantages. First, they are prefiltered, which allows faster shadow lookups and much smaller memory footprints than regular shadow maps of similar quality. Second, they support shadows from partially transparent surfaces and volumetric objects such as fog. Third, they handle important cases of motion blur at no extra cost. The algorithm is simple to implement and can be added easily to existing renderers as an alternative to ordinary shadow maps.


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.

 
1
2
3
 
4
Brett Keating and Nelson Max. Shadow penumbras for complex objects by depth-dependent filtering of multi-layer depth images. In Eurographics Rendering Workshop 1999, pages 205-220, New York, June 1999. Springer-Verlag.
 
5
 
6
7
 
8
Darwyn R. Peachey. Texture on demand. Unpublished manuscript, 1990.
9
10
11
12
 
13

CITED BY  50