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dc.contributor.authorGuennebaud, Gaelen_US
dc.contributor.authorBarthe, Loicen_US
dc.contributor.authorPaulin, Mathiasen_US
dc.date.accessioned2015-02-21T15:43:08Z
dc.date.available2015-02-21T15:43:08Z
dc.date.issued2007en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2007.01075.xen_US
dc.description.abstractThe recent soft shadow mapping technique [GBP06] allows the rendering in real-time of convincing soft shadows on complex and dynamic scenes using a single shadow map. While attractive, this method suffers from shadow overestimation and becomes both expensive and approximate when dealing with large penumbrae. This paper proposes new solutions removing these limitations and hence providing an efficient and practical technique for soft shadow generation. First, we propose a new visibility computation procedure based on the detection of occluder contours, that is more accurate and faster while reducing aliasing. Secondly, we present a shadow map multi-resolution strategy keeping the computation complexity almost independent on the light size while maintaining high-quality rendering. Finally, we propose a view-dependent adaptive strategy, that automatically reduces the screen resolution in the region of large penumbrae, thus allowing us to keep very high frame rates in any situation.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titleHigh-Quality Adaptive Soft Shadow Mappingen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume26en_US
dc.description.number3en_US
dc.identifier.doi10.1111/j.1467-8659.2007.01075.xen_US
dc.identifier.pages525-533en_US


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