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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.
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CITED BY 50
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Santiago Lombeyda , Laurent Moll , Mark Shand , David Breen , Alan Heirich, Scalable interactive volume rendering using off-the-shelf components, Proceedings of the IEEE 2001 symposium on parallel and large-data visualization and graphics, October 22-23, 2001, San Diego, California
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Ying-Qing Xu , Yanyun Chen , Stephen Lin , Hua Zhong , Enhua Wu , Baining Guo , Heung-Yeung Shum, Photorealistic rendering of knitwear using the lumislice, Proceedings of the 28th annual conference on Computer graphics and interactive techniques, p.391-398, August 2001
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Deborah Patrick , Shaun Bangay , Adele Lobb, Modelling and rendering techniques for African hairstyles, Proceedings of the 3rd international conference on Computer graphics, virtual reality, visualisation and interaction in Africa, November 03-05, 2004, Stellenbosch, South Africa
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Yanyun Chen , Stephen Lin , Hua Zhong , Ying-Qing Xu , Baining Guo , Heung-Yeung Shum, Realistic Rendering and Animation of Knitwear, IEEE Transactions on Visualization and Computer Graphics, v.9 n.1, p.43-55, January 2003
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Sunil Hadap , Marie-Paule Cani , Ming Lin , Tae-Yong Kim , Florence Bertails , Steve Marschner , Kelly Ward , Zoran Kačić-Alesić, Strands and hair: modeling, animation, and rendering, ACM SIGGRAPH 2007 courses, August 05-09, 2007, San Diego, California
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Antoine Bouthors , Fabrice Neyret , Nelson Max , Eric Bruneton , Cyril Crassin, Interactive multiple anisotropic scattering in clouds, Proceedings of the 2008 symposium on Interactive 3D graphics and games, February 15-17, 2008, Redwood City, California
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Kelly Ward , Florence Bertails , Tae-Yong Kim , Stephen R. Marschner , Marie-Paule Cani , Ming C. Lin, A Survey on Hair Modeling: Styling, Simulation, and Rendering, IEEE Transactions on Visualization and Computer Graphics, v.13 n.2, p.213-234, March 2007
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Florence Bertails , Sunil Hadap , Marie-Paule Cani , Ming Lin , Tae-Yong Kim , Steve Marschner , Kelly Ward , Zoran Kačić-Alesić, Realistic hair simulation: animation and rendering, ACM SIGGRAPH 2008 classes, August 11-15, 2008, Los Angeles, California
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