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{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},
}
Return to the search page.
graphbib: Powered by "bibsql" and "SQLite3."