Robust Soft Shadow Mapping with Backprojection and Depth Peeling
Louis Bavoil, Steven P. Callahan, Cláudio T. Silva
In Journal of Graphics Tools, 13(1), 2008.
Abstract: Soft shadow mapping is an attractive solution to the problem of real-time soft shadows because it works with any kind of rasterizable geometry (in particular alpha-transparent textures and hair), it does not require any precomputation, and it is simple to implement on the GPU. However, state-of-the-art approaches have several limitations that prevent them from being practical for all scenes. First, parameter tuning is required to avoid surface acne. Second, gaps between shadow-map pixels are either ignored, which results in light bleeding, or handled using gap filling, which results in overshadowing.
We present a more robust soft shadow mapping technique, based on a recent backprojection algorithm, that uses depth peeling to address the problems of surface acne and light bleeding. Our algorithm uses a multi-layer shadow map to reduce light bleeding, and midpoint shadow maps to handle self-shadowing more robustly. It provides high-quality soft shadowing for complex scenes, while still maintaining interactive rendering rates. Source code is available online.
@article{Bavoil:2008:RSS,
author = {Louis Bavoil and Steven P. Callahan and Cláudio T. Silva},
title = {Robust Soft Shadow Mapping with Backprojection and Depth Peeling},
journal = {Journal of Graphics Tools},
volume = {13},
number = {1},
pages = {19--30},
year = {2008},
}
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