--------------------------------------------- "Imperfect Voxelized Shadow Volumes" by Chris Wyman and Zeng Dai Proceedings of High Performance Graphics 2013 (Supplementary Materials) --------------------------------------------- We include full-resolution images of all figures in our paper, and include some additional figures we did not have space for: 1) FigureXX_comparison*_NaiveVsImperfectVSV.png: A pair of figures comparing the quality of imperfect voxelized shadow volumes with the naive approach described and compared against in the paper (one using a fairly low-frequency model and a the other a fairly high-frequency model) 2) FigureXX_dynamicLightSponza.png is similar to figure 10 (it shows multiple frames from a video sequence with a moving light). 3) FigureXX_hairballPointVsAreaLight.png is similar to Figure 2. Additionally, we include a video in DivX format showing our algorithm in action. Things we explicitly demonstrate are mobile geometry (and corresponding shadows), mobile lights, mobile viewpoint, animated light sources (e.g., a video texture), comparison of shadows with and without interpolation, comparison of scattering with and without shadows, quality comparison with varying resolution VSVs, light moving behind an occluder, and quality and performance in complex scenes. Please note: Figure 12 contains an explicit comparison to a ground truth ray casting method for accumulating single-scattering light with (ray traced) shadows.