Annen, ThomasMertens, TomBekaert, PhilippeSeidel, Hans-PeterKautz, JanJan Kautz and Sumanta Pattanaik2014-01-272014-01-272007978-3-905673-52-41727-3463https://doi.org/10.2312/EGWR/EGSR07/051-060We present Convolution Shadow Maps, a novel shadow representation that affords efficient arbitrary linear filtering of shadows. Traditional shadow mapping is inherently non-linear w.r.t. the stored depth values, due to the binary shadow test. We linearize the problem by approximating shadow test as a weighted summation of basis terms. We demonstrate the usefulness of this representation, and show that hardware-accelerated anti-aliasing techniques, such as tri-linear filtering, can be applied naturally to Convolution Shadow Maps. Our approach can be implemented very efficiently in current generation graphics hardware, and offers real-time frame rates.Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Picture/Image Generation Bitmap and Frame Buffer Operations; I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism Color, Shading, Shadowing and TextureConvolution Shadow Maps