| Perspective shadow maps |
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International Conference on Computer Graphics and Interactive Techniques
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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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Downloads (6 Weeks): 20, Downloads (12 Months): 169, 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
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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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
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Florian Struck , Christian-A. Bohn , Sebastian Schmidt , Volker Helzle, Realistic shading of human skin in real time, 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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Aaron E. Lefohn , Shubhabrata Sengupta , Joe Kniss , Robert Strzodka , John D. Owens, Glift: Generic, efficient, random-access GPU data structures, ACM Transactions on Graphics (TOG), v.25 n.1, p.60-99, January 2006
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Céline Loscos , Hila Ritter Widenfeld , Maria Roussou , Alexandre Meyer , Franco Tecchia , George Drettakis , Emmanuel Gallo , Alex Reche-Martinez , Nicolas Tsingos , Yiorgos Chrysanthou , Luc Robert , Massimo Bergamasco , Andrea Dettori , Souheil Soubra, The CREATE Project: Mixed Reality for Design, Education, and Cultural Heritage with a Constructivist Approach, Proceedings of the 2nd IEEE/ACM International Symposium on Mixed and Augmented Reality, p.282, October 07-10, 2003
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Brandon Lloyd , Naga K. Govindaraju , David Tuft , Steve Molnar , Dinesh Manocha, Practical logarithmic shadow maps, ACM SIGGRAPH 2006 Sketches, July 30-August 03, 2006, Boston, Massachusetts
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Peter Shirley , Kelvin Sung , Erik Brunvand , Alan Davis , Steven Parker , Solomon Boulos, Education: Fast ray tracing and the potential effects on graphics and gaming courses, Computers and Graphics, v.32 n.2, p.260-267, April, 2008
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Diego Nehab , Pedro V. Sander , Jason Lawrence , Natalya Tatarchuk , John R. Isidoro, Accelerating real-time shading with reverse reprojection caching, Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware, August 04-05, 2007, San Diego, California
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Thomas Annen , Tom Mertens , Hans-Peter Seidel , Eddy Flerackers , Jan Kautz, Exponential shadow maps, Proceedings of graphics interface 2008, May 28-30, 2008, Windsor, Ontario, Canada
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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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Peter Shirley , Kelvin Sung , Erik Brunvand , Alan Davis , Steven Parker , Solomon Boulos, Rethinking graphics and gaming courses because of fast ray tracing, ACM SIGGRAPH 2007 educators program, August 05-09, 2007, San Diego, California
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