Variance Soft Shadow Mapping
Baoguang Yang, Zhao Dong, Jieqing Feng, Hans-Peter Seidel, Jan Kautz
In Computer Graphics Forum, 29(7), 2010.
Abstract: We present variance soft shadow mapping (VSSM) for rendering plausible soft shadow in real-time. VSSM is based on the theoretical framework of percentage-closer soft shadows (PCSS) and exploits recent advances in variance shadow mapping (VSM). Our new formulation allows for the efficient computation of (average) blocker distances, a common bottleneck in PCSS-based methods. Furthermore, we avoid incorrectly lit pixels commonly encountered in VSM-based methods by appropriately subdividing the filter kernel. We demonstrate that VSSM renders high-quality soft shadows efficiently (usually over 100 fps) for complex scene settings. Its speed is at least one order of magnitude faster than PCSS for large penumbra.
Keyword(s): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism – Color, Shading, Shadowing, and Texture
Article URL: http://dx.doi.org/10.1111/j.1467-8659.2010.01800.x
BibTeX format:
@article{CGF:CGF1800,
  author = {Baoguang Yang and Zhao Dong and Jieqing Feng and Hans-Peter Seidel and Jan Kautz},
  title = {Variance Soft Shadow Mapping},
  journal = {Computer Graphics Forum},
  volume = {29},
  number = {7},
  pages = {2127--2134},
  year = {2010},
}
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