Shadow Algorithms for Real-time Rendering

dc.contributor.authorEisemann, Elmaren_US
dc.contributor.authorAssarsson, Ulfen_US
dc.contributor.authorSchwarz, Michaelen_US
dc.contributor.authorWimmer, Michaelen_US
dc.contributor.editorU. Assarsson and D. Weiskopfen_US
dc.date.accessioned2015-07-09T10:09:58Z
dc.date.available2015-07-09T10:09:58Z
dc.date.issued2010en_US
dc.description.abstractShadows are crucial for enhancing realism and provide important visual cues. In recent years, many important contributions have been made both for hard shadows and soft shadows. Often spurred by the tremendous increase in computational power and the capabilities of graphics hardware, much progress has been made concerning visual quality and speed, making high-quality real-time shadows a reachable goal. But with the growing wealth of available choices, it is particularly difficult to pick the right solution and assess shortcomings. Because currently there is no ultimate approach available, algorithms should be selected in accordance with the context in which shadows are produced. The possibilities range across a wide spectrum from very approximate but really efficient, to slower but accurate, adapted only to smaller or only to larger sources, addressing directional lights or positional lights, or involving GPU- or CPU-heavy computations. <br> This tutorial tries to serve as a guide to better understand limitations and failure cases, advantages and disadvantages, and suitability of the algorithms for different application scenarios. We will focus on real-time, interactive solutions but also discuss offline approaches where needed for a better understanding.en_US
dc.description.sectionheadersT3en_US
dc.description.seriesinformationEurographics 2010 - Tutorialsen_US
dc.identifier.doi10.2312/egt.20101068en_US
dc.identifier.urihttps://doi.org/10.2312/egt.20101068en_US
dc.publisherThe Eurographics Associationen_US
dc.titleShadow Algorithms for Real-time Renderingen_US
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