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dc.contributor.authorGuennebaud, Gaëlen_US
dc.contributor.authorBarthe, Loïcen_US
dc.contributor.authorPaulin, Mathiasen_US
dc.contributor.editorTomas Akenine-Moeller and Wolfgang Heidrichen_US
dc.date.accessioned2014-01-27T14:55:48Z
dc.date.available2014-01-27T14:55:48Z
dc.date.issued2006en_US
dc.identifier.isbn3-905673-35-5en_US
dc.identifier.issn1727-3463en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGWR/EGSR06/227-234en_US
dc.description.abstractWe present a new real-time soft shadow algorithm using a single shadow map per light source. Therefore, our algorithm is well suited to render both complex and dynamic scenes, and it handles all rasterizable geometries. The key idea of our method is to use the shadow map as a simple and uniform discretized represention of the scene, thus allowing us to generate realistic soft shadows in most cases. In particular it naturally handles occluder fusion. Also, our algorithm deals with rectangular light sources as well as textured light sources with high precision, and it maps well to programmable graphics hardware.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and RealismColor, shading, shadowing, and textureen_US
dc.titleReal-time Soft Shadow Mapping by Backprojectionen_US
dc.description.seriesinformationSymposium on Renderingen_US


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